Excerpts Archive | 8/26/2008
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Excerpts: Swordmage
Forgotten Realms Player's Guide

In today’s Forgotten Realms Player's Guide preview, we describe swordmages: smart, strong bastions of defense whose art is embodied by their swords..



"Under the leaves of Myth Drannor I learned the ancient eladrin way of battle. Spells are my armor, and words of ruin are bound to my blade.”

Class Traits

Role: Defender. You are a melee combatant who uses spells to fight better.

Power Source: Arcane. You study ancient magical traditions and practice swordplay, developing arcane powers that work well with your physical attacks.

Key Abilities: Intelligence, Strength, Constitution

Armor Proficiencies: Cloth, leather

Weapon Proficiencies: Simple melee, military light blades, military heavy blades, simple ranged

Implements: Any light blade or heavy blade. Your blade adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your blade as an implement.

Bonus to Defense: +2 Will

Hit Points at 1st Level: 15 + Constitution modifier

Hit Points per Level Gained: 6

Healing Surges per Day: 8 + Constitution modifier

Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.

Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha)

Build Options: Assault swordmage, shielding swordmage

Class Features: Swordbond, Swordmage Aegis (aegis of assault or aegis of shielding), Swordmage Warding

Shielding Swordmage

You protect your allies with magical shields of force—and by keeping enemies away from them. This heritage is embodied by the Coronal Guard tradition (see page 48 for that paragon path), a discipline that can be traced over a thousand years to the armathors, the elite guards of the coronal of Myth Drannor.

Intelligence powers your attacks, so it should be your highest ability score. Constitution applies added effects to many of your attacks, so it should be your second-highest score. A good Strength lets you take advantage of assault swordmage powers (giving you some added offense) and keeps your basic attack decent. You’ll want to keep a hand free to get your AC bonus from Swordmage Warding class feature, so you should use a one-handed weapon such as a longsword or a scimitar.

Suggested Feat: Retributive Shield (Human feat: Student of Sword Magic)
Suggested Skills: Arcana, Diplomacy, History, Insight
Suggested At-Will Powers: booming blade, lightning lure
Suggested Encounter Power: chilling blow
Suggested Daily Power: frost backlash

Class Features

Aegis of Shielding
Swordmage Feature
You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies.
At-Will Arcane
Minor Action Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier.
At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.

Level 1 At-Will Spells

Booming Blade
Swordmage Attack 1
A field of sound punishes your enemy, and the sound becomes louder if your enemy tries to escape.
At-Will Arcane, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6 + Constitution modifier thunder damage.
Increase damage to 2[W] + Intelligence modifier at 21st level.

Greenflame Blade
Swordmage Attack 1
Each blow ignites your blade in deadly green fire.
At-Will Arcane, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier fire damage, and you deal fire damage equal to your Strength modifier to all enemies adjacent to the target.
Increase damage to 2[W] + Intelligence modifier at 21st level.

Lightning Lure
Swordmage Attack 1
You lasso your foe with a leash of lightning and pull it into range of your blade.
At-Will Arcane, Implement, Lightning
Standard Action Ranged 3
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Special: If you cannot pull the target to an adjacent square, this power fails and deals no damage.

Sword Burst
Swordmage Attack 1
A sweep of your sword blasts those around you with force.
At-Will Arcane, Force, Implement
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.

Level 27 Encounter Spells

Dimensional Charge
Swordmage Attack 27
Your blade opens a rift in reality, and you leap through to attack your enemy.
Encounter Arcane, Fire, Lightning, Teleportation, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before making the attack, you can teleport 10 squares to a space adjacent to the target. If you do, the attack is a charge.
Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier fire, lightning, and thunder damage.

Level 29 Daily Spells

Vorpal Doom
Swordmage Attack 29
Your weapon becomes razor-sharp and takes on a silvery sheen.
Daily Arcane, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 7[W] + Intelligence modifier damage.
Effect: Until the end of the encounter, your melee attacks with this weapon, including this attack, can score critical hits if your attack roll is a natural 19 or 20.