TEXT:  
   
  Martin Killmann
   
             
  The Swordmage
  
  81
  the swordmage
  Swordmages combine arcane magic and swordplay 
  to make their presence felt on the battlefield. Al-
  though they are not as physically strong as other 
  melee combatants, they make up for it with pow-
  erful spells that protect themselves and their allies.
  Their combat role is defender. With their Sigil 
  power, they can lock down a powerful enemy on the 
  battlefield and give them a strategic choice. Either 
  target the well-protected swordmage, or face the 
  consequences for attacking his allies. At the same 
  time, swordmages are mobile and zip back and forth 
  across the battlefield to be where they are needed.
  Play Style
  Even when swordmages are in the thick of things, 
  they perceive battle through the lens of their sharp-
  ened intellect. They are always looking out to give 
  their side a tactical edge through the well-timed use 
  of a spell. Out of battle many prefer the role of an 
  adviser, as they are well-educated but more rooted 
  in reality than their ivory tower wizard brethren.
  Ability Scores
  Intelligence is the main ability score for swordmag-
  es. A good Constitution is important when you are 
  expected to take the brunt of enemy attacks, even 
  if you have tricks to avoid damage at your disposal. 
  Some of your talents and spells also benefit from 
  Strength.
  Races
  Elves, especially high elves are renowned for com-
  bining swordplay and magic, although the githyanki 
  also have a claim to be the origin of this fighting style. 
  Human and tiefling swordmages are also common 
  in the realms. Dwarf-forged who learned to harness 
  and channel arcane reserves from their initial en-
  chantment are formidable foes. Dwarf swordmages 
  are much rarer, as they are suspicious of the arcane 
  and prefer hammers and axes over swords.
  The Swordmage
  My mind is as sharp as my blade. Which one shall defeat you?
  Backgrounds
  A cursed sword master has a dark past; a magic 
  smith has mastered crafting swords as well as using 
  them; Horizon guards are an elite troop of the Arch-
  mage; a runaway apprentice has picked up a sword 
  to defend himself against the lackeys of his abusive 
  master; a demon hunter is determined to fight back 
  against what’s coming from the hell holes.
  Swordmage Stats
  Ability Bonus
  +2 Intelligence or 
  Constitution (different from 
  racial bonus)
  Initiative
  Dex mod + Level
  Armor Class 
  (no armor)
  15 + middle mod of  
  Con/Dex/Wis + Level 
  (with free off-hand: 16+)
  Physical Defense
  10 + middle mod of  
  Str/Con/Dex + Level
  Mental Defense
  12 + middle mod of 
   Int/Wis/Cha + Level
  Hit Points
  (7 + Con mod) x Level 
  modifier (see level 
  progression chart)
  Recoveries
  (probably) 8
  Recovery Dice
  (1d8 x Level) + Con mod
  Backgrounds
  8 points, max 5 in any one 
  background
  Icon 
  Relationships
  3 points (4 at 5th level, 
  5 at 8th)
  Talents
  3
  Feats
  1 per Level
  
  83
  the swordmage
  is forbidden, the Shadow Prince is an ally that helps 
  with guarding your identity.
  The dual mastery of swordplay and magic is 
  traditionally associated with elves, and a swordmage 
  who has trained under elves is likely to have a 
  relationship with the Elf Queen, even if they are of 
  a different race.
  Depending on whether your swordmage’s style is 
  closer to a wizard or a sorcerer, he or she might 
  feel closer to the Archmage, patron of the arcane 
  arts, or the Three, source of innate arcane magic. 
  Swordmages from a military background have 
  often served the Emperor or the Crusader. The 
  Priestess is closer to paladins, but you could be the 
  guardian of a deity of magic. In areas where magic 
  Swordmage Level Progression
  Swordmage 
  Level
  Total Hit 
  Points
  Total Feats
  Sigils
  Spells by level
  Level-up 
  Ability 
  Bonuses
  Damage 
  Bonus from 
  Ability 
  Score
  1
  3
  5
  7
  9
  Level 1
  (7 + CON 
  mod) x 3
  1 adventurer
  1
  4
  -
  -
  -
  -
  ability 
  modifier
  Level 2
  (7 + CON 
  mod) x 4
  2 adventurer
  1
  5
  -
  -
  -
  -
  ability 
  modifier
  Level 3
  (7 + CON 
  mod) x 5
  3 adventurer
  1
  2
  3
  -
  -
  -
  ability 
  modifier
  Level 4
  (7 + CON 
  mod) x 6
  4 adventurer
  1
  -
  6
  -
  -
  -
  +1 to 3 
  abilities
  ability 
  modifier
  Level 5
  (7 + CON 
  mod) x 8
  4 adventurer 
  1 champion
  2
  -
  3
  3
  -
  -
  2 x ability 
  modifier
  Level 6
  (7 + CON 
  mod) x 10
  4 adventurer 
  2 champion
  2
  -
  1
  6
  -
  -
  2 x ability 
  modifier
  Level 7
  (7 + CON 
  mod) x 12
  4 adventurer 
  3 champion
  2
  -
  -
  4
  3
  -
  +1 to 3 
  abilities
  2 x ability 
  modifier
  Level 8
  (7 + CON 
  mod) x 16
  4 adventurer 
  3 champion 
  1 epic
  3
  -
  -
  2
  6
  -
  3 x ability 
  modifier
  Level 9
  (7 + CON 
  mod) x 20
  4 adventurer 
  3 champion 
  2 epic
  3
  -
  -
  -
  5
  3
  3 x ability 
  modifier
  Level 10
  (7 + CON 
  mod) x 24
  4 adventurer 
  3 champion 
  3 epic
  3
  -
  -
  -
  3
  6
  +1 to 3 
  abilities
  3 x ability 
  modifier
  Icons
  
  84
  chapter 5
  Swordmage Melee Weapons
  Size
  One-Handed
  Two-Handed
  Small
  1d4 knife
  1d6 staff
  Light or 
  Simple
  1d6 short sword, 
  rapier
  1d8 spear
  Heavy or 
  Martial
  1d8 longsword, 
  scimitar
  1d10 greatsword 
  Swordmage Ranged Weapons
  Size
  Thrown
  Crossbow
  Bow
  Small
  1d4 dagger
  1d4 hand 
  crossbow
  —
  Light or 
  Simple
  1d6 javelin, 
  axe
  1d6 light 
  crossbow
  1d6 
  shortbow
  Heavy
  —
  1d8 heavy 
  crossbow
  1d8 
  longbow
  Basic Attacks
  Melee Attack
  At-Will
  Target: One enemy
  Attack: Strength OR Intelligence + Level vs. AC
  Hit:  WEAPON + Strength OR Intelligence 
  damage
  Miss: Damage equal to your level
  Ranged Attack
  At-Will
  Target: One enemy
  Attack: Dexterity + Level vs. AC
  Hit: WEAPON + Dexterity damage
  Miss: —
  Gear
  Similar to wizards, swordmages prefer fine clothing 
  adorned with arcane symbols to mark their status 
  and education. However, a swordmage’s clothing 
  also has to allow the quick execution of combat 
  maneuvers, so tight-fitting pants and vests are 
  much more common than flowing robes. Their 
  most prized possession is their sword, often a 
  slender elven blade with intricate decorations and 
  enchantments.
  In your pockets, you start with 25 gp. You could 
  also roll 1d6 x 10 gp, if you’re a sell-sword to 
  unreliable clients.
  Armor
  Swordmages protect themselves via magic, rep-
  resented through their Mage Armor class feature. 
  They can still wear armor, and many swear that a 
  suit of finely crafted elven chain has saved their 
  lives multiple times, but even heavy metal plates 
  don’t protect them better than their magic does. It’s 
  purely a style choice.
  Through your Mage Armor class feature, you gain 
  a +1 bonus to AC when your off-hand is empty, 
  that is when not wielding a shield, a two-handed 
  weapon, or two weapons.
  Swordmage Armor and AC
  Type
  Base AC
  Attack Penalty
  None
  15
  —
  Light
  15
  —
  Heavy
  16
  -2
  Shield
  +1
  —
  Empty 
  off-hand
  +1
  —
  Weapons
  As the class name suggests, the signature weapon of 
  a swordmage is a one-handed blade weapon, such 
  as a longsword or scimitar. Rules-wise, nothing 
  prevents you from using an axe or a flail instead.
  
  85
  the swordmage
  Mark with Sigil
  Close-quarters spell; At-will; Quick action
  Special: When you cast this spell, you end any 
  other sigils you previously cast this battle.
  Target: One nearby enemy
  Effect: You mark the target with one sigil you 
  know, until the end of combat. Triggering the 
  sigil does not end it; your target remains marked.
  Champion Feat: When you target a mook, the 
  entire group is considered to be marked by your 
  sigil.
  Epic Feat: When the escalation die is 2+, you can 
  target two non-mook enemies with this spell. You 
  are still limited to one interrupt action between 
  turns.
  Sigil Effects
  Choose one of these sigils at first level to use with 
  your Mark with Sigil spell.
  Blurring Sigil
  Interrupt action; At-will
  Trigger: The marked enemy makes an attack 
  against an ally, and that attack does not also 
  target you.
  Effect: The sigil target must roll twice on the 
  attack and take the lower result.
  Adventurer Feat: If either attack roll is a natural 1, 
  you can force the target to attack its own ally with 
  the higher roll.
  Champion Feat: If the attack had more than one 
  target or attack roll, the attacker must roll twice 
  and take the lower result on all of them.
  Epic Feat: While marked with this sigil, the target 
  can’t make opportunity attacks against your allies.
  Sigil of Blood
  Interrupt action; At-will
  Trigger: The marked enemy makes an attack 
  against an ally, and that attack does not also 
  target you.
  Sigils
  Your sigils are your main defensive tool. You place 
  them on an enemy with the Mark with Sigil spell. 
  This does not require an attack roll.
  Once your mark is placed on an enemy, that 
  enemy has to focus its attacks on you or suffer the 
  consequences. If the target attacks an ally, you can 
  trigger a sigil effect as an interrupt action. Each sigil 
  effect is different — one reduces the damage, one 
  has a chance of preventing a hit, one punishes the 
  target for attacking, and the last one allows you to 
  hit back. 
  You start with one sigil effect at first level, and 
  learn more later in your career.
  Remember that you are limited to one interrupt 
  action between each of your turns, so you can only 
  trigger your sigil once.
  Class Features
  
  86
  chapter 5
  Blade Magic
  Swordmages use arcane magic, similar to wizards 
  and sorcerers. However, their magic is fused with 
  their fighting style.
   Ι All swordmage spells are arcane spells. A 
  wizard or a blue dragon can counter them 
  with their Counter-magic ability.
   Ι You use melee weapons as arcane 
  implements, which means you gain the 
  attack and damage bonus of a true magic 
  item weapon with your spells.
   Ι Spells tagged as “melee attack” work like a 
  melee attack. By default, the target is one 
  enemy you are engaged with. The spell does 
  not provoke opportunity attacks.
   Ι For spell damage, the number of WEAPON 
  damage dice you roll is always your 
  swordmage level, regardless of the spell 
  level. Some spells add additional damage 
  that depends on the spell level.
   Ι You can switch your known spells after each 
  full heal-up, when you prepare your spells 
  for the day. If you like, you can have your 
  character carry a spellbook, but that’s up to 
  you and how swordmage magic is flavored in 
  your campaign.
  Mage Armor
  You gain a +5 bonus to your unarmored base armor 
  class, for a total of 15. This is already reflected in the 
  swordmage stats tables.
  When your off-hand is empty (i.e. when you are 
  not using a shield, an off-hand weapon or a two-
  handed weapon) you gain a +1 bonus to AC by 
  directing the magic of your mage armor like an 
  invisible shield.
  Access to Wizardry
  Starting at 3rd level, you can take a wizard spell in 
  place of a swordmage spell. The wizard spell must 
  be two levels lower than the spell it replaces.
  Effect: Deal negative energy damage equal to 
  your Constitution modifier (x2 at 5th level; x3 at 
  8th) + Level to the attacker, and heal hit points 
  equal to that amount.
  Adventurer Feat: If you are at full hit points, you 
  can grant the healing to any nearby ally.
  Champion Feat: If the attacker is staggered, deal 
  double damage.
  Epic Feat: Once per battle, when this sigil is 
  triggered, you can spend a recovery to heal.
  Sigil of Shielding
  Interrupt action; At-will
  Trigger: The marked enemy makes an attack 
  against an ally, and that attack does not also 
  target you.
  Effect: Your ally takes half damage from the 
  attack.
  Adventurer Feat: The ally takes half damage from 
  all attacks during the enemy’s turn.
  Champion Feat: You negate any non-damage 
  effect from the attack.
  Epic Feat: If the attack roll was a natural 10 or 
  lower, you negate all damage from the attack.
  Sigil of Vengeance
  Interrupt action; At-will
  Trigger: The marked enemy makes an attack 
  against an ally, and that attack does not also 
  target you.
  Effect: Teleport to engage the sigil target and 
  make a basic melee attack against it.
  Adventurer Feat: If the attack is a miss, deal 
  additional fire damage equal to your Intelligence 
  modifier (x2 at 5th level; x3 at 8th).
  Champion Feat: You can choose to teleport the 
  target to you instead, after its attack is resolved.
  Epic Feat: You can use any single-target melee 
  attack blade magic spell instead of a basic melee 
  attack.
  
  87
  the swordmage
  Enhanced Reflexes
  The permanent infusion of arcane magic into your 
  body gives you lightning fast movement. When you 
  are not surprised, you can take a quick action at the 
  start of battle, before initiative is resolved.
  Adventurer Feat: Once per battle, you can take an 
  additional interrupt action, above the limit of one 
  between your turns.
  Champion Feat: You gain a +1 bonus to PD.
  Epic Feat: Roll twice on checks to disengage and 
  take the better result.
  Improved Mage Armor
  Increase the AC bonus when your off-hand is empty 
  from +1 to +2.
  Adventurer Feat: Also gain a +1 bonus to PD.
  Champion Feat: Once per battle, when you would 
  take damage from a missed attack against AC or 
  PD, take no damage instead.
  Epic Feat: Once per battle, turn a critical hit 
  against your AC or PD into a normal hit.
  Infused Body
  Your body has been destroyed and rebuilt by magic in the 
  past. You can still appear natural, if you wish, but you 
  have at least one unnatural feature, like crystalline eyes 
  or sparkling hair.
  Whenever you cast a spell that is not an at-will 
  spell, you heal hit points equal to your Constitution 
  modifier (x2 at 5th level, x3 at 8th). You gain any 
  hit points above your maximum as temporary hit 
  points that stack.
  Adventurer Feat: Heal extra hit points equal to 
  the spell level.
  Champion Feat: You can rally as a quick action 
  after casting a daily spell.
  Epic Feat: You can expend a daily spell to reroll a death 
  save with a bonus equal to your Constitution modifier.
  Swordmages gain 3 talents at first level. They do not 
  gain additional talents as they level up.
  Academy Training
  You learned your magic at a genuine college of the arcane 
  arts, in casting practice and matrix drills under the 
  supervision of strict but competent teachers. You carry a 
  proper spellbook, and use it to prepare your spells in the 
  morning.
  You gain 3 points toward a background that rep-
  resents this training.
  You gain the wizard’s Cantrips class feature. You 
  can use any cantrip in the Core Book on the fly. Like 
  a wizard, you can cast a number of cantrips equal to 
  your Intelligence modifier each battle.
  Adventurer Feat: You can swap one swordmage 
  spell for a wizard spell through the Access to 
  Wizardry class feature without the 2-level penalty.
  Champion Feat: You gain a bonus spell slot, which 
  works like the wizard’s Utility Spell class feature.
  Epic Feat: You have the Overworld Advantage as 
  per the wizard class feature.
  Draconic Gift
  Your arcane powers are a birthright given by the dragons, 
  and you feel a kinship with sorcerers.
  Use Charisma instead of Intelligence to determine the 
  attack and damage effects of your swordmage spells.
  Choose sorcerer instead of wizard spells with 
  your Access to Wizardry class feature.
  Once per battle, you can Gather Power like a 
  sorcerer. You gain the chaotic benefit like a sorcerer, 
  and you can boost a swordmage spell with the 
  gathered power to deal double damage.
  Adventurer Feat: You can choose one sorcerer 
  spell through your Access to Wizardry class 
  feature without the 2-level penalty.
  Champion Feat: When you Gather Power while 
  staggered, you can also spend a recovery to heal.
  Class Talents
  
  88
  chapter 5
  Twin Blade Style
  When you wield two weapons, you gain the 
  two-weapon fighting benefit (reroll natural 2) with 
  swordmage spells that deal WEAPON damage.
  Adventurer Feat: When wielding two weapons, 
  and you roll a natural 2 on a spell attack, deal 
  damage equal to your level to all enemies you are 
  engaged with.
  Champion Feat: Once per battle, when you are 
  attacked in melee, you can use an interrupt action 
  to make a melee basic attack against the attacker.
  Epic Feat: You can use any single-target melee 
  attack spell with the above interrupt.
  Wandering Swordmage
  You have been traveling the land, lending your sword to 
  those in need for a bowl of soup and a place to rest.
  You gain a 3-point background to represent your 
  knowledge of the land and you have the Linguist 
  feat for free.
  Once per day, when fighting a named enemy, you 
  can make an Intelligence-based skill check to recall 
  legends and stories about the creature against a 
  DC of 15 + its level. If you succeed, increase the 
  escalation die by 1.
  Adventurer Feat: When making a skill check to 
  identify a magic item, roll twice and take the better 
  result.
  Champion Feat: Reduce the enemy lore DC to 10 
  + level.
  Zweihander Wizard
  Your raw physical strength allows you to wield a big, two-
  handed blade effectively — much more intimidating than 
  the toothpicks of your colleagues.
  When wielding a two-handed weapon, add both 
  your Strength and Intelligence modifier to damage 
  with basic melee attacks and melee attack spells.
  Champion Feat: When wielding a two-handed 
  weapon, reroll all natural 1s on WEAPON damage 
  dice.
  Sigil Mastery
  You learn one additional sigil (see class features), 
  for a total of two at adventurer tier, three at cham-
  pion tier and four at epic tier.
  Adventurer Feat: Gain the adventurer feat benefit 
  of any sigil you cast.
  Champion Feat: Gain the champion feat benefit 
  of any sigil you cast.
  Epic Feat: Gain the epic feat benefit of any sigil 
  you cast.
  Skull Blade
  The first time you see the shock in the eyes of your foe as 
  your blade cuts the life from their body is an experience 
  you never forget. For some, it leads to a vow to use their 
  powers to protect the weak and save lives. For you, it 
  started an unhealthy fascination with death and what 
  lies beyond.
  You learn necromancer instead of wizard spells 
  with your Wizard Training talent. Starting at first 
  level, you can choose one necromancer spell at your 
  level, without the 2-level penalty.
  Adventurer Feat: You can use the necromancer’s 
  Deathknell talent once per battle.
  Champion Feat: You gain a skeletal minion as per 
  the necromancer talent, but at two levels lower 
  than your current level.
  Spell Recall
  You fight with your spellbook ready, always prepared to 
  open the right page and rain destruction.
  The first time you rally in a battle, regain one ex-
  pended once per battle spell OR make a recharge 
  roll for a spell.
  Adventurer Feat: You gain a +2 bonus to the 
  attack roll of the first spell you cast after rallying.
  Champion Feat: When you rally, gain a +2 bonus 
  to all defenses until the end of your next turn.
  Epic Feat: Once per day, you can regain a daily 
  spell instead.
  
  90
  chapter 5
  Adventurer Feat: Prepare a list of item 
  enchantments from the Core Book, the item 
  chapter in this book, or another source, approved 
  by the GM. Choose one per spell level. You can 
  place one of these enchantments in addition to the 
  default bonus with this spell.
  Champion Feat: The spell is now Recharge 6+.
  Flying Blade
  Ranged Attack; Once per battle
  Special: Use your melee weapon for this spell.
  Target: One nearby enemy, or a far away enemy 
  at a -2 attack penalty
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence damage
  Natural even hit: Deal 1d6 extra thunder 
  damage.
  Miss: —
  5th level spell: 3d6 extra damage
  7th level spell: 5d6 extra damage
  9th level spell: 8d6 extra damage
  Champion Feat: On a miss, make a second attack 
  against a different nearby enemy (once).
  Keen Blade
  Melee attack; Once per battle
  Special:  If the target has a swordmage sigil 
  placed on it, roll twice to attack and choose the 
  roll you prefer.
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence damage
  Natural even hit: Deal extra force damage equal 
  to twice the spell level.
  Miss: Damage equal to your level
  Adventurer Feat: You can use this spell as a basic 
  melee attack (but still only once per battle).
  Champion Feat: You gain a +2 bonus to your 
  critical threat range with the attack.
  1st Level Spells
  Barrier Strike
  Melee attack; Once per battle
  Attack: Intelligence + Level vs AC
  Hit: WEAPON + Intelligence damage. Until the 
  end of your next turn, reduce all damage you take 
  by your Constitution modifier.
  Miss: Damage equal to your level
  3rd level spell: Reduce damage by 4 + Con
  5th level spell: Reduce damage by 6 + 2x Con
  7th level spell: Reduce damage by 10 + 2x Con
  9th level spell: Reduce damage by 20 + 3x Con
  Adventurer Feat:  You also gain the damage 
  reduction effect on an even miss.
  Champion Feat: You can grant the damage 
  reduction to a nearby ally instead of yourself.
  Epic Feat: Increase the damage reduction by 10.
  Elemental Warding
  Close-quarters spell; Once per battle; 
  Interrupt action
  Trigger: You take elemental damage (acid, cold, 
  electricity, fire, lightning, poison, or thunder).
  Effect: Reduce the damage by 5 times the spell’s 
  level. Until the end of battle, gain resistance 
  against that damage type equal to 10 + the spell 
  level.
  Champion Feat: You can use this spell twice per 
  battle, against different types of elemental damage.
  Enchant Item
  Close-quarters spell; Recharge 11+ after 
  battle; Quick action
  Target: One nearby item
  Effect: The item is considered an adventurer-
  level true magic item until the end of the battle. It 
  grants the default bonus for an item of its chakra, 
  such as +1 to attack and damage for a weapon.
  5th level spell: Enchant as champion-level item
  9th level spell: Enchant as epic-level item
  Swordmage Spells
  
  91
  the swordmage
  3rd Level Spells
  Burning Leash
  Close-quarters spell; Once per battle
  Target: One nearby enemy
  Attack: Intelligence + Level vs. PD
  Hit: 3d6 + Intelligence fire damage, and you 
  engage the target. The target takes a -5 penalty 
  to disengage from you, and it can’t pop free or 
  teleport. When the target attempts to disengage, 
  it takes 2d6 fire damage.
  Miss: Damage equal to your level
  5th level spell: 5d6 damage, and 3d6 on 
  disengage
  7th level spell: 7d6 damage, and 5d6 on 
  disengage
  9th level spell: 10d6 damage, and 7d6 on 
  disengage
  Champion Feat: If the target has your sigil placed 
  on it, roll twice on the attack and take the better 
  result.
  Epic Feat: You can cast this spell as a quick action.
  Clouded Step
  Close-quarters spell; Once per battle; Move 
  Action
  Effect: Teleport to a nearby location you can 
  see. You can engage an enemy as part of the 
  teleport. Until the end of your next turn, ranged 
  attacks against you with a natural odd roll are an 
  automatic miss.
  Champion Feat: You can teleport to a far away 
  location.
  Freezing Strike
  Melee attack; Daily
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence + 3d6 cold damage, 
  and the target is stuck (save ends).
  Miss: Half damage, and the target is stuck until 
  the end of your next turn
  5th level spell: 5d6 cold damage
  7th level spell: 8d6 cold damage
  9th level spell: 1d6 x 15 cold damage
  Thunder Blade
  Melee attack; Once per battle
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence damage. If the 
  target attempts to disengage, pop free, or teleport 
  away from you before the end of your next turn, 
  it takes 1d8 + Constitution modifier (x2 at 5th 
  level, x3 at 8th) thunder damage.
  Miss: Damage equal to your level
  3rd level spell: 2d8 thunder damage
  5th level spell: 3d8 thunder damage
  7th level spell: 4d8 thunder damage
  9th level spell: 6d8 thunder damage
  Adventurer Feat: If the target has your sigil placed 
  on it, increase the thunder damage die to d12.
  Champion Feat: If the thunder damage is not 
  triggered by the start of your next turn, you regain 
  this power.
  Epic Feat:  If the target triggers the thunder 
  damage, it is also dazed until the end of its next 
  turn.
  White Flame Blade
  Melee attack; Once per battle
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence fire damage, and 
  1d6 fire damage to all enemies you are engaged 
  with.
  Miss: Your level + 1d6 fire damage
  3rd level spell: 2d6 fire damage (hit and miss)
  5th level spell: 3d6 fire damage (hit and miss)
  7th level spell: 5d6 fire damage (hit and miss)
  9th level spell: 8d6 fire damage (hit and miss)
  Adventurer Feat: Increase the fire damage by 
  your Strength modifier (2x at 5th level, x3 at 8th).
  Champion Feat: Increase the fire damage dice to 
  d8s.
  Epic Feat: If the escalation die is 5+, you regain 
  this spell at the start of your turn.
  
  92
  chapter 5
  Viper Bite
  Melee attack; Daily
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence damage. The 
  target is weakened and takes 10 ongoing poison 
  damage (save ends both).
  Miss: Damage equal to your level, and the spell 
  is not expended
  5th level spell: 15 ongoing damage
  7th level spell: 25 ongoing damage
  9th level spell: 40 ongoing damage
  Adventurer Feat: If the target is engaged with an 
  ally, you can roll twice on the attack and take the 
  better result.
  Champion Feat: On a natural 16+ attack roll, the 
  save is a hard save (16+).
  5th Level Spells
  Blade Guardian
  Close-quarters spell; Daily
  Target: One weapon
  Effect: You enchant the weapon to stand guard 
  until the next dusk or dawn. When the condition 
  set by you is met, for example when a creature other 
  than you or an ally steps within a marked area, the 
  weapon will sound an alarm and rush to attack.
  It has an initiative bonus equal to the spell level, 
  an attack bonus vs. AC equal to the spell level + 5, 
  and deals 5 times the spell level damage on a hit.
  If it rolls a natural 1–5 on attack, the spell ends.
  Champion Feat: The spell ends on a natural 1–3 
  attack roll.
  Burning Sigil
  Melee attack; Once per battle
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence damage. You 
  mark the target with a sigil, without ending any 
  active sigils on other enemies. The target is also 
  vulnerable to fire while the sigil is active (no save).
  Miss: Fire damage equal to your level
  Champion Feat: While under the sigil effect, the 
  target cannot use teleport or invisibility effects.
  Adventurer Feat: On a natural even hit, increase 
  the cold damage dice to d10s.
  Champion Feat: The target is also hampered until 
  the end of its next turn.
  Ghost Strike
  Melee attack; Once per battle
  Target: One nearby enemy; you can pop free to 
  engage the enemy as part of the attack. You can 
  pass through solid objects while moving.
  Attack: Intelligence + Level vs. PD
  Hit: WEAPON + Intelligence force damage
  Natural even hit: Until the end of your next 
  turn, you become insubstantial and gain resist 
  physical damage equal to 10 + the spell level.
  Miss: Damage equal to your level
  Adventurer Feat: Deal half damage on a miss.
  Champion Feat: When you hit with the attack, the 
  target cannot reduce the damage (such as through 
  resistance).
  Lingering Shield
  Close-quarters spell; Recharge 16+ after 
  battle; Interrupt action
  Trigger: You are hit by a melee attack.
  Effect: Take half damage from the attack. Until 
  the end of battle, you convert critical hits against 
  you into normal hits.
  Adventurer Feat: You can trigger the spell even if 
  you already used your interrupt action for a sigil.
  Champion Feat: The spell is Recharge 11+.
  Vampiric Blade
  Melee attack; Daily
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence damage. Spend a 
  recovery to heal and deal extra negative energy 
  damage equal to the healed amount.
  Miss: Half damage
  7th level spell: On a natural 16+, the recovery 
  is free.
  Adventurer Feat: On a miss, you don’t expend the 
  spell.
  
  93
  the swordmage
  Corrosive Blade
  Melee attack; Daily
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence + 2d8 acid damage
  Miss: Half damage
  Effect: Until the end of the battle, when you hit 
  or miss with a melee attack, deal 1d8 extra acid 
  damage.
  7th level spell: 3d12 acid damage; 1d12 until end 
  of battle
  9th level spell: 8d10 acid damage; 2d10 until end 
  of battle
  Champion Feat: Targets made of metal, or 
  wearing metal armor, are vulnerable to this attack.
  Counter-Force Shield
  Close-quarters spell; Once per battle; 
  Interrupt action
  Trigger: An enemy attacks you with a melee 
  attack.
  Effect:  Roll a d20 and add your Constitution 
  modifier. If your roll equals or beats the natural 
  attack roll, the attack is now a miss, and you 
  make a melee basic attack against the attacker 
  as a free action. Don’t roll another die, use the 
  number you just rolled.
  Epic Feat: Roll two d20 and use the result you like.
  Raw Energy
  Melee attack; Once per battle
  Attack: Intelligence + Level - 4 vs. AC
  Hit: WEAPON + Intelligence + 5d10 lightning 
  damage
  Miss: 1d6 per level lightning damage
  Effect: All nearby creatures take 2d8 thunder 
  damage.
  7th level spell: 8d10 lightning damage on hit
  9th level spell: 12d10 lightning damage on hit
  Champion Feat: Attack the lower of the target’s 
  AC and PD.
  Epic Feat: Increase miss damage to 1d10 per level.
  Shimmering Ward
  Close-quarters spell; Daily; Quick action
  Target: You or a nearby ally
  Effect: Until the end of the battle, the target gains 
  a 1d4 bonus to each defense (rolled separately for 
  AC, PD, and MD).
  Champion Feat: The spell is Recharge 16+.
  Epic Feat: You can grant a 1d4 bonus to one 
  defense of your choice to three targets instead. For 
  each 1 you roll, add an additional target.
  Spinning Cut
  Melee attack; Once per battle
  Target: All enemies you are engaged with
  Attack: Intelligence + Level vs. PD
  Hit: WEAPON + Intelligence force damage
  Miss: Force damage equal to your level
  Champion Feat: On a natural even hit, you can 
  force the target to pop free from you.
  Epic Feat: Deal half damage on a miss.
  7th Level Spells
  Abjurant Reflection
  Close-quarters spell; Daily; Interrupt action
  Trigger: An enemy attacks you with a ranged or 
  close-quarters attack.
  Effect:  Roll a d20 and add your Constitution 
  modifier. If your roll equals or beats the natural 
  attack roll, you negate the attack and the attacker 
  is hit with the full effect instead.
  Epic Feat: If the attack had multiple targets, your 
  successful roll negates the attack against all targets 
  (the attacker only suffers the effect once).
  Black Jelly Strike
  Melee attack; Daily
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence damage and 50 
  acid damage
  Miss: Summon a small black ooze that attacks a 
  different nearby enemy with spell level + 5 vs. PD 
  and then vanishes. It does 50 acid damage on a hit.
  9th level spell: 80 acid damage (hit and ooze)
  Epic Feat: Enemies hit by the attack or the ooze 
  are hampered until the end of their next turn.
  
  94
  chapter 5
  Planar Vortex
  Close-quarters spell; Daily; Interrupt action
  Trigger: An enemy attacks a nearby ally with a 
  melee attack.
  Target: The attacker
  Attack: Intelligence + Level vs. MD
  Hit: You teleport the attacker to a nearby location 
  and specify a new target for the attack.
  Miss: Force damage equal to your level
  Champion Feat: On an even miss, teleport the 
  target adjacent to you. You are the new target of 
  the attack.
  Epic Feat: On an odd miss, regain the spell at the 
  end of the battle.
  Ice Crown
  Close-quarters spell; Daily; Quick action
  Target: You or a nearby ally
  Effect: Enemies engaged with the target at the 
  start of the target’s turn take 10 cold damage.
  9th level spell: 20 cold damage
  Epic Feat: Also deal the damage against enemies 
  who make a melee attack against the target.
  9th Level Spells
  Animated Clone
  Close-quarters spell; Daily
  Effect: You create a clone of yourself. Spend a 
  recovery without healing, and make a recovery 
  roll to determine your clone’s hit point total. All 
  other stats of the clone are the same as yours. Your 
  clone acts after you on the same initiative. Both 
  of you have a separate set of actions. However, 
  the clone and you share the same power pool; if 
  your clone uses a once per battle or daily power, 
  that power is expended for you, too, and vice 
  versa. If either you or the clone are reduced to 
  zero hit points, the spell ends and the surviving 
  body is the new you. The other body vanishes.
  Epic Feat: Double the initial hit point total of your 
  clone.
  Chain Breaker
  You wreath yourself in magic and unleash a burst of 
  energy that lets you overcome even the most paralyzing 
  afflictions.
  Close-quarters spell; Daily; No action (you can 
  use this spell even if stunned or otherwise unable 
  to take actions)
  Effect: End any effects on you that impose the 
  following conditions: grabbed, stuck, stunned, or 
  petrified. Until the end of the encounter, you gain 
  a +5 power bonus to saving throws against any 
  effects that include those conditions.
  Champion Feat: The spell ends all conditions 
  imposed by enemy attacks.
  Death’s Seal
  Melee attack; Daily
  Attack: Intelligence + Level vs. AC
  Hit: The target loses any temporary hit points, 
  and then takes WEAPON + Intelligence damage 
  and 25 ongoing negative energy damage. While 
  the target is taking ongoing damage, it cannot be 
  healed, regain hit points, or gain temporary hit 
  points.
  Miss: 15 ongoing negative energy damage
  9th level spell: 40 ongoing negative energy 
  damage (25 on miss)
  Champion Feat: Gain a +2 bonus to hit against 
  staggered enemies.
  Hastened Lightning Strike
  Melee attack; Daily
  Attack: Intelligence + Level vs. AC
  Hit: WEAPON + Intelligence lightning damage
  Miss: Your level in lightning damage
  Effect: Teleport to engage a nearby enemy, and 
  make a second attack.
  Epic Feat: You can teleport to a far away enemy.
  
  95
  the swordmage
  Rising Phoenix
  Close-quarters spell; Daily
  Special: When you make a death save and the 
  roll is a natural even, you can cast this spell as a 
  free action.
  Effect: Spend a recovery to heal and add one 
  recovery die per point of escalation die. Until 
  the end of the battle, you can fly with giant, fiery 
  wings. Enemies who start their turn engaged 
  with you take 20 fire damage.
  Sword Storm
  Your sword splits into multiple copies that whirl across 
  the battlefield, slashing everything in their wake.
  Close-quarters spell; Daily
  Target: 2d4 nearby enemies OR 3 attacks against 
  one enemy
  Attack: Intelligence + level vs. AC
  Hit: WEAPON damage.
  Miss: Half damage.
  Epic Feat: Roll twice to attack against enemies 
  marked by your Sigil.
  Ultimate Block
  Close-quarters spell; Daily; Interrupt action
  Trigger: An enemy attacks you with a melee 
  attack.
  Effect:  Roll a d20 and add your Constitution 
  modifier. If your roll equals or beats the natural 
  attack roll, you negate the attack and the target is 
  stunned until the end of its next turn.
  Epic Feat: If the d20 roll fails, you don’t expend 
  this power. 
  Brain Slicer
  Close-quarters spell; Once per battle
  Target: One nearby enemy
  Attack: Intelligence + Level vs. MD
  Hit: WEAPON + Intelligence damage, and the 
  target is dazed until the end of your next turn. If 
  the target is already dazed, it is stunned instead.
  Any natural even roll: Repeat the attack once 
  against the same target.
  Miss: Psychic damage equal to your level
  Epic Feat: Deal half damage on a miss.
  Prismatic Blade
  You raise your sword into the air, and a glow in all the 
  colors of the rainbow engulfs it from tip to hilt.
  Close-quarters spell; Daily; Quick action
  Target: One melee weapon you are holding
  Effect: Until the end of the battle, whenever you 
  hit with a basic melee attack, roll a d8 on the 
  table below for an additional effect.
  1. Red. The target takes 1d6 x 5 fire damage
  2. Orange. The target takes 1d4 x 10 acid 
  damage.
  3. Yellow. The target takes 1d6 x 10 lightning 
  damage.
  4. Green. The target takes 15 ongoing poison 
  damage.
  5. Blue. The target takes 15 ongoing cold 
  damage and it is stuck (save ends both).
  6. Indigo. The target is weakened and starts 
  making last gap saves (16+). On the fourth 
  failed save, it is turned to stone.
  7. Violet. At the end of its next turn, the target 
  must succeed at a saving throw, or it is sent 
  to another plane. (Typically, a creature 
  that is on a plane that isn’t its home plane 
  is banished home, while other creatures 
  are usually cast into the Astral or Ethereal 
  planes.)
  8. Ultraviolet. The target is confused and takes 
  10 ongoing psychic damage (save ends 
  both). On its fourth failed save, it is rendered 
  permanently insane.
  Epic Feat: The weapon deals 1d4 fire, 1d6 acid, 
  and 1d8 lightning extra damage on a miss.
  
  96
  chapter 5
  Riffs and 
  Variations
  The combination of spellcasting and swordplay has 
  a long tradition in fantasy RPGs, starting with the 
  elf racial class in the earliest games. In its footsteps 
  followed the fighter / wizard, the bladesinger, the 
  gish, the eldritch knight, the hexblade, the dusk-
  blade, the swordmage, and the magus in various 
  editions and derivations.
  The swordmage in this book has a 4th edition 
  style marking class feature that defines its defender 
  role. If you like the style of this class but you’d 
  rather play it as a striker than a defender, you can 
  remove the sigils, tone down the AC and amp up 
  the damage output a bit.
  You could even create an arcane trickster, with a 
  weaker variant of sneak attack.
  Swordmage 
  Multiclass
  Swordmages already combine sword fighting and spell 
  slinging in one package. Multiclassing is an option to 
  either strengthen the spellcaster or melee combatant side, 
  or create a truly versatile character by adding a class that 
  adds a third dimension.
  Level Progression: Multiclass swordmages are one 
  level behind in the spellcasting and sigil columns 
  of the level table. They start with two swordmage 
  spells and one sigil at first level.
  Weapon Damage Penalty: Swordmages count 
  as skilled warriors, so you do not suffer a weapon 
  damage penalty if your other class is also a skilled 
  warrior class.
  Key Ability Modifier: Swordmages use the wizard 
  column in the key ability modifier table. A swordmage 
  / wizard’s key ability modifiers are Int/Con.
  
  13th Age is a registered trademark of Fire Opal Media Inc., and the 
  13th Age Roleplaying Game and the 13th Age Roleplaying Game 
  Compatibility Logo are trademarks of Fire Opal Media Inc. under 
  exclusive license to Pelgrane Press Ltd., and are used under the 13th 
  Age Roleplaying Game Compatibility License. See 13thAge.com for 
  more information on the compatibility license.
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, icons, place names, new 
  deities, etc.), dialogue, plots, story elements, locations, characters, 
  artwork, and trade dress.
  The Archmage, The Crusader, The Diabolist, The Dwarf King, The Elf 
  Queen, The Emperor, The Great Gold Wyrm, The High Druid, The 
  Lich King, The Orc Lord, The Priestess, The Prince of Shadows, and 
  The Tree are Product Identity owned by Fire Opal Media.
  Open Content: Except for material designated as Product Identity 
  (see above), the game mechanics of this game product are Open 
  Game Content, as defined in the Open Gaming License version 
  1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form 
  without written permission.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only 
  be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected.
  13 Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a. Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  13th Age. Copyright 2013, Fire Opal Media; Authors: Rob Heinsoo, 
  Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  13th Age Bestiary. Copyright 2014, Fire Opal Media and Pelgrane 
  Press Ltd; Authors: Ryven Cedyrlle, Rob Heinsoo, Kenneth Hite, 
  Kevin Kulp, ASH LAW, Cal Moore, Steve Townshend, Rob Watkins, 
  Rob Wieland.
  13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob 
  Heinsoo, Jonathan Tweet, Robin D. Laws.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: 
  Davis Chenault, Mac Golden.
  13th Age Archmage Engine. Copyright 2013-2016, Fire Opal Media. 
  Author: Chad Dylan Long, based on material by Jonathan Tweet, 
  Rob Heinsoo, Ryven Cedyrlle, Kenneth Hite, Kevin Kulp, ASH LAW, 
  Cal Moore, Steve Townshend, Rob Watkins, and Rob Wieland.
  
  Icon Relationships
  One Unique Thing
  Backgrounds
  Hit Points
  /
  Death
  Saves
  AC
  MD
  Recoveries
  Level + Dex
  Character Name
  Initiative
  Race
  Class & Level
   STR
   CON
   DEX
   INT
   WIS
   CHA
  Height & Weight
  Age & Sex
  Racial Power
  13th Age is (c) Pelgrane Press and Fire Opal Media
  Swordmage
  15 + Level +
  Con/Dex/Wis
  12 + Level +
  Int/Wis/Cha
  Spells
  d8 +
  PD
  10 + Level +
  Str/Con/Dex
  Basic Attacks
  Attack
  Hit
  Miss
  Attack
  Hit
  Miss
  Melee
  Ranged
  Mark with Sigil
  Close-quarters; At-will
  Mark a nearby enemy with a sigil.
      (Each Sigil)
  Interrupt action; at-will
  Trigger: The marked enemy attacks an ally 
  but does not also target you.
        Blurring Sigil
  Eﬀect: The enemy rolls twice on the attack 
  and takes the lower result.
        Sigil of Blood
  Eﬀect: Con + level negative energy damage, 
  heal the same amount.
        Sigil of Shielding
  Eﬀect: Your ally takes half damage.
        Sigil of Vengeance
  Eﬀect: Teleport to engage the sigil target, 
  make a melee basic attack against it.
  Sigils
  Talents
  Access to Wizardry
  Switch a Swordmage spell for a Wizard 
  spell two levels lower.
  Class Features
  Incremental Advances
  Hit Points
  Feat
  Spell
  Skills +1
  Extra Magic Item
  Ability Scores
  Current
  Maximum
  (7 + CON)
  x Lvl mod
  Level ___
  Level ___
  
  Feats 
  Gear, Equipment & Money 
  Magic Items
  Adventurer 
  Champion 
  Epic 
  Item 
  Chakra 
      gp
  Notes 
  
SOURCE: textdata/thevault/13th Age/3rd Party [Non-Pelgrane]/Kinoko Games - The Swordmage.pdf