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Swordmage 2E

For 13th Age 2E (Final) V2

Overview

Play Style: Swordmages combine arcane magic and swordplay to make their presence felt on the battlefield. Although they are not as physically strong as other melee combatants, they make up for it with powerful spells that protect themselves and their allies and rain fiery retribution on their enemies.
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 their allies. At the same time, swordmages are mobile and zip back and forth across the battlefield to be where they are needed.
Even when swordmages are in the thick of things, they perceive battle through the lens of their sharpened intellect. They are always looking out to give their side a tactical edge through the well-timed use of a spell.

Ability Scores: Intelligence is the main ability score for Swordmages. 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.

Kin: Elves, especially high elves are renowned for combining swordplay and magic, although the Githyanki also have a claim to be the origin of this fighting style. Humans and tiefling swordmages are also common in the realms. Warforged who learned to harness and channel arcane reserves from their initial enchantment are formidable foes. Dwarves are much more rare, as they are suspicious of the arcane and prefer hammers and axes over swords.

Backgrounds: a cursed sword master has gained their arcane powers in a dark past; a magic smith has mastered crafting swords as well as using them; a horizon guard is an elite trooper of the Archmage; a runaway apprentice has picked up a sword to defend themselves against the lackeys of his abusive master; a demon hunter is determined to fight back against what’s coming from the hell holes.

Icons: The Archmage’s Horizon Guard claims that they originated the swordmage tradition, while the elves insist that they had combined magic and sword mastery while humans still lived in caves. A contingent of swordmage mercenaries also serves the Emperor. Servants of the Three, the Lich King, the Crusader and even the Diabolist have also developed fighting styles that combine martial styles with the magic of their icons.

Gear

At 1st level, a swordmage usually has their trusty melee weapon, usually a one-handed sword, a set of light armor that doesn’t hinder movement and especially spellcasting too much, a few changes of additional clothing, and some basic equipment to help them in their travels.
Like other 1st level heroes, the swordmage has managed to get hold of an adventure-tier healing potion. They may have brewed it themselves from herbs they found along the way together with some basic alchemic training.

Swordmage Weapons

As the name suggests, swordmages typically fight with one-handed blade weapons, but your character could be a flail mage or an axe mage if that suits your concept.

Melee Weapons

Size One-handed Two-handed
Small d4 dagger d6 staff
Light or Simple d6 shortsword d8 spear
Heavy or Martial d8 longsword d10 greatsword (-2 to attack)

Ranged Weapons

Ranged Thrown Crossbow Bow
Small d4 dagger d4 hand crossbow
Light or Simple d6 javelin, axe d6 light crossbow d6 shortbow
Heavy or Martial d8 heavy crossbow d8 longbow

Swordmage Armor

Armor type Base AC Atk Penalty
None 10
Light 13
Heavy 14 -2
Shield +1 -2
Swordmage Warding +2

Swordmage Level Progression

Swordmage Level Total Hit Points Recovery Dice Total Feats At-will spells of your level Spells of Your Level Ability Score Bonuses
1st level (7 + Con mod) x 3 1d8 + Con mod 1 adventurer 2 2
2nd level (7 + Con mod) x 4 2d8 + Con mod 2 adventurer 2 3
3rd level (7 + Con mod) x 5 3d8 + Con mod 3 adventurer 2 3
4th level (7 + Con mod) x 6 4d8 + Con mod 4 adventurer 2 4 +1 to 3 abilities
5th level (7 + Con mod) x 8 5d8 + (Con mod x 2) 4 adventurer 1 champion 2 4
6th level (7 + Con mod) x 10 6d8 + (Con mod x 2) 4 adventurer 2 champion 2 5
7th level (7 + Con mod) x 12 7d8 + (Con mod x 2) 4 adventurer 3 champion 2 5 +1 to 4 abilities
8th level (7 + Con mod) x 16 8d8 + (Con mod x 4) + 5 4 adventurer 3 champion 1 epic 2 6
9th level (7 + Con mod) x 20 9d8 + (Con mod x 4) + 10 4 adventurer 3 champion 2 epic 2 6
10th level (7 + Con mod) x 24 10d8 + (Con mod x 4) + 15 4 adventurer 3 champion 3 epic 2 7 +1 to 5 abilities

Swordmage Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Key Ability Scores Intelligence, Constitution
Initiative Dex mod + Level
Armor Class (Light Armor) 13 + middle mod of Con/Dex/Int + Level (see Mage Armor class feature)
Armor Class (Light Armor + Swordmage Warding) 15 + middle mod of Con/Dex/Int + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Physical Defense (with Swordmage Warding) 12 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Mental Defense (with Swordmage Warding) 12 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) × Level modifier (see Swordmage Level Progression table)
Recoveries 8
Recovery Dice (d8 per Level) + Con mod (5th level: Con mod × 2; 8th level: Con mod × 4)
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per Level
Select spells Beginning of arc

Swordmage Basic Attacks

The swordmage basic melee attack and swordmage basic ranged attack are your basic attack forms. Like most attacks, they require a standard action. Unlike other classes, the swordmage fighting style is based on Intelligence, representing tactical sense and self-boosting with arcane power.
No-trigger attacks: When your swordmage gets an opportunity attack or is granted a bonus attack action, that’s usually called out as a “no-trigger” attack. No-trigger attacks are exactly like your basic attacks but they can’t trigger or make use of your own powers.

Swordmage Basic Melee Attack

Melee attack; At-Will
Target: One enemy
Attack: Intelligence + Level vs. AC
Hit: Weapon + Intelligence damage
5th–7th level: Weapon + (Int mod × 2)
8th level: Weapon + (Int mod × 4) + 5
9th level: Weapon + (Int mod × 4) + 10
10th level: Weapon + (Int mod × 4) + 15
Miss: Damage equal to your level.

Swordmage Basic Ranged Attack

Ranged attack; At-Will
Target: One nearby or far-away enemy, depending on the weapon’s range
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) + 15
Miss:

Swordmage Class Features

Swordmage Magic

You learn a number of arcane spells as per the level advancement table. You choose spells during each full heal-up.
You use true magic item weapons as implements.
Some of your spells are also melee weapon attacks. They are affected both by abilities and effects that affect melee weapon attacks as well as spells.

Mage Armor

You can choose to use Intelligence in place of Wisdom when calculating your Armor Class.

Swordmage Warding

The arcane training of swordmages is heavily focused on combat and survival. One of the earliest techniques they learn is deflecting incoming attacks via protective magic.
As a single-class swordmage, as long as you are conscious and have a free hand (so not wielding a two-handed weapon, or a shield, an off-hand weapon, or an item in your off-hand), you gain a +2 bonus to all defenses (AC, PD and MD).

Swordmage Sigil

The other signature magical ability of swordmages is the ability to mark an enemy with their sigil. Once an enemy is marked, you can use an interrupt to punish them for attacking your allies with a sigil spell.
Each swordmage knows one of two sigils. Sigil of Shielding is the defensive option, reducing the damage your ally takes. Sigil of Vengeance is the offensive option, giving you a free attack against the target.
You can learn additional sigils as swordmage spells. (Note that you can only take one interrupt action between your turns.)

All sigil spells have the trigger “The marked enemy chooses to not target you with an attack.” In other words, the marked enemy makes an attack that they could have targeted you with, but they chose not to. For the sigil to trigger on an enemy attack, the following conditions must be met:

The sigil triggers on the attack, regardless of hit or miss. You can decide whether to trigger your sigil after learning whether the attack is a hit or miss.
If a monster makes multiple attacks on its turn, they are treated as separate sigil triggers.

Mark with Sigil

Close-quarters spell; At-will; Quick action
Target: One nearby enemy
Effect: You mark the target with your sigil until the end of the battle. You can only have one enemy marked at a time. Marking another enemy ends all sigils you have on other enemies.
When the marked enemy makes an attack that does not include you as the target, you can trigger a sigil spell.
Adventurer Feat: The marked enemy takes a -2 penalty to attacks that don’t include you. This penalty does not apply if the ally has a similar effect on the target (like Paladin’s Challenge).

Choose either Sigil of Shielding OR Sigil or Vengeance.

Sigil of Shielding

Close-quarters spell; At-will; Interrupt action when the marked enemy triggers your sigil.
Effect: The triggering attack deals half damage.
Champion feat: If the triggering attack imposes a temporary condition, the targeted ally can immediately make a save against it.

Sigil of Vengeance

Close-quarters spell; At-will; Interrupt action when the marked enemy triggers your sigil.
Effect: After the enemy’s attack, teleport to engage the target. Make the attack below.
Target: The triggering enemy
Attack: Intelligence + Level vs. AC
Hit: 6 (1d10) damage
2nd level: 8 (2d6) damage
3rd level: 10 (2d8) damage
4th level: 12 (2d10) damage
5th level: 15 (4d6) damage
6th level: 20 (4d8) damage
7th level: 25 (4d10) damage
8th level: 30 damage
9th level: 40 damage
10th level: 50 damage
Adventurer Feat: Once per arc, use any of your standard action attacks instead of the attack above. (This expends a limited use spell normally.)

Tricks of the Traveller

Swordmages travel a lot, and tend to pick up little magical tricks here and there to help in their journey. A little invocation to light a fire here, another to clean a cloak, one to slow your fall and another to trim your beard. As there are too many to list, we assume that you can come up with them on the fly.
You can reroll a skill check for an adventuring task by describing a little helpful magical cantrip you learned on your journey that applies to the situation. Give the name, who you learned it from and where. You have one use of this ability per arc for each point of Intelligence modifier. For a second use of this ability before making the reroll, you can give yourself a +3 bonus to the reroll.
You can also use this ability to help out an ally.

Class Talents

Arcane Opportunist

You can use a swordmage melee attack spell instead of a no-trigger attack when making an opportunity attack.
Adventurer feat: Once per battle, reroll a missed attack roll with an opportunity attack and take the second result.

Battle Preparation

Once per arc, during a quick rest, you can switch out one of your spells against a different spell of the same type, i.e. an at-will spell against an at-will spell, a 1/battle spell against a 1/battle spell, and a 1/arc spell against a 1/arc spell. You can only swap out an arc spell you haven’t cast yet.
Adventurer feat: If the swapped-in spell has an attack roll, gain a +1 bonus to attacks with it during the next battle.

Chaos Blade

Your magical abilities aren’t as stable as you hoped. When you enter a battle, it tends to go haywire.
Roll a d12 during the initiative phase and get the effect below.

d12
12 The player to your right chooses one of your limited spells (including expended spells). Gain an extra use of the spell this battle.
11 Set your initiative to the highest total among other combatants plus one.
10 Roll 1d6. This die is your personal escalation die for your first turn this battle.
9 You can fly this battle until you are staggered the first time.
8 Reroll your first failed d20 roll that’s not an attack roll this battle.
7 The first time you use a recovery to heal this battle, the nearby ally with the lowest hp total heals the same amount.
6 Immediately teleport to a location on the battlefield chosen by the player to your left.
5 The first time you miss with a melee attack this battle, deal 1d6 per level fire damage to the target.
4 Swap places with a random enemy on the battlefield.
3 Swap your PD and MD this battle.
2 Gain a 1d6 bonus to disengage checks this battle until you fail a disengage check.
1 Gain temporary hit points equal to your level.

Adventurer feat: During each full heal-up, you can choose to embrace the chaos and select all of your swordmage spells randomly including at-will spells. If you do, gain an additional limited-use swordmage spell. Reassign all of your feats spent on swordmage spells randomly.

Flexible Style

You can use a shield, wand, or second weapon in your off-hand while using Swordmage warding.
Shield: You don’t have an attack penalty while using a shield.
Wand: As long as you are not staggered (below half hit points), your bonus to all defenses from Swordmage Warding increases by 1, usually from +2 to +3. You can also use a true magic item wand’s default attack and damage bonus instead of your weapons (but they don’t stack).
Off-hand weapon: You benefit from two-weapon fighting (natural 2 is a hit).
Champion feat: While at full hit points, increase the bonus by an additional point, usually to +4.

Infused Body

Once per battle, when casting a limited-use swordmage spell (i.e. not at-will), you can heal using a recovery.
Adventurer feat: You can use your Intelligence modifier instead of Constitution for hit points and recovery rolls.
Champion feat: For each limited-use spell you have cast in a battle, you gain a +1 bonus to saves against temporary effects. The maximum bonus is +3.

Keen Sigil

Against the enemy marked by your Sigil, increase your critical range by 1.
Champion feat: Once per arc, reroll a melee attack roll against a target marked by your sigil.
Epic feat: Increase the threat range by 2 instead.

Magesmith

You trained with an arcane swordsmith or an artificer to learn how to forge magic weapons. You gain three points towards a background that represents your training.
During a quick rest, you can infuse an item with magical essence. This enchants the item with one of the following effects until the end of the next battle, depending on the item.
Non-magic weapon, implement or armor: You enchant the item with a rune of your tier (adventurer, champion or epic). See GG p. 170 for details. This does not require attunement and does not count against your attuned items.
Other non-magic item: The item grants the default bonus of true magic item of its chakra. (GG p. 176)
True magic item: The item’s tier is temporarily increased by one step. If the item is now above the wearer’s tier, it requires an additional attunement slot. Also note that adventurer-tier PCs cannot attune epic-tier items. There is no tier above epic. If the party is already decked out in all epic items in all chakras, your job here is done …
Adventurer feat: You can now infuse two items during a quick rest.

<<BEGIN side-bar>>
Forging true magic items
Player characters creating their own magic weapons can be a very flavorful addition to a campaign. Forging a true magic item weapon or other item is a downtime activity that requires time and resources. The player character requires a base item, a source of magical essence, a formula and a working space.
Base item: The sword, armor, necklace and so on that will be enchanted. Magesmiths who truly hone their craft will design and forge it themselves.
Source of magical essence: The heart gem of an ancient dragon, a crystal from the Dreaming Caves of Avernus, the last tear of a weeping angel. This should be an item that the character procured as part of their adventures. It ties the item to the overall story and fuels its true power.
Formula: Forging special items might require researching in an ancient library or training with a secluded swordsmith in a remote cave.
Workspace: If the party has a permanent base, the PC may want to build a smithy or a workshop there. Otherwise the PC may have to negotiate with another smith to use their workshop.

Basically the idea is that forging a true magic item should be an important campaign event and part of the overall story. If the raw materials weren’t gained in an event that will spawn a legend to be talked about at the local tavern for generations, how can they fuel a ritual to enchant an item?
<<END side-bar>>

Shielded Rally

The first time you rally in a battle, you protect yourself with a defensive aura. Once before the start of your next turn, you can force an enemy to reroll an attack against you or an ally adjacent to you.
Adventurer feat: You can put the aura on a nearby ally instead. If the escalation die is 2+, you can put the aura on both yourself and a nearby ally.
Champion feat: For the first attack roll after you rally, roll twice and keep the preferred result.

Sigil Mastery

You know both the Sigil of Shielding and Sigil of Vengeance spells.
Epic feat: Choose a limited-use swordmage Sigil spell. You gain that spell as a bonus spell.

Wandering Swordmage

You gain three points towards a background to represent your travel experience.
In addition, you are able to recall lore about enemies to identify weaknesses in their fighting style and defenses. You gain the Study Weakness power below.
Adventurer feat: You gain two extra uses of your Tricks of the Traveler class feature. You can use your Arcane Tricks feature to reroll a save against a temporary effect.

Study Weakness

Close-quarters power; 1/battle; Quick action
Target: A nearby enemy
Attack: Intelligence + level vs. MD
Hit: The target is vulnerable to your attacks (save ends).
Miss:

Swordmage Feats

Arcane Training

Adventurer feat: You can swap one of your spells for a spell from a different class. The spell is a swordmage spell for you. You can swap in Intelligence as the ability for attack and damage rolls.

Blade Guardian

Adventurer feat: With a few minutes of ritual writing runes, you can set your weapon to stand guard and protect you or a person you designate. When a 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 fights using stats as if you wield it. The effect ends when the blade takes damage equal to one fourth of your hit point total.

Extra Spell

Zenith feat: Gain an additional swordmage spell.

Fast Sigil

Adventurer feat: At the start of combat, when rolling initiative, you can use your Mark of Sigil spell as a free action.

Unarmored Shielding

Adventurer feat: Your base armor class unarmored is the same as in light armor (13). This is mainly an advantage in formal social situations when a disguise is required. It also means you are fully protected in a nighttime surprise attack scenario.

1st Level spells

At-will spells are listed first.

Blade Whip

At-will
Same as swordmage basic melee attack except . . .
Hit: Same damage as basic attack. The damage is thunder damage. Until the end of your next turn, the target takes a -2 penalty to disengage checks. If the target moves away from you before the end of your next turn (including through disengage, pop free, teleport and so on), it takes thunder damage equal to twice your level.
Adventurer feat: If the target is marked with your Sigil, the disengage penalty is equal to your Intelligence modifier.

Branding Strike

At-will
Same as swordmage basic melee attack except . . .
Hit: Same damage as basic attack. The damage is fire damage. You can mark the target with your sigil (this ends the sigil on other marked enemies).
Natural even miss: Damage equal to twice your level. You can mark the target with your sigil (this ends the sigil on other marked enemies).
Adventurer feat: On a hit, until the end of your next turn, the first time the target makes an attack against you, deal fire damage to it equal to twice your level.

Dancing Blade

At-will
Same as swordmage basic melee attack except . . .
Ranged attack
Special: The weapon returns to your hand after making the attack, unless you fumble (natural 1).
Target: One nearby enemy
Miss:

Fogging Blade

At-will
Same as swordmage basic melee attack except . . .
Hit: Same damage as basic attack. The damage is cold damage. Until the end of your next turn, the target takes a -2 penalty to attacks against enemies it is not engaged with.
Adventurer feat: The target also cannot add the escalation die to the attack (if it had that ability).

Sword Burst

At-will
Same as swordmage basic melee attack except . . .
Target: Each enemy you are engaged with.
Hit: 5 (1d8) damage. The damage is force damage.
2nd level: 6 (1d10) damage
3rd level: 8 (2d6) damage
4th level: 10 (2d8) damage
5th level: 12 (2d10) damage
6th level: 15 (4d6) damage
7th level: 20 (4d8) damage
8th level: 25 damage
9th level: 30 damage
10th level: 40 damage

Warding Strike

At-will
Same as swordmage basic melee attack except . . .
Hit: Same damage as basic attack. The damage is force damage. Until the end of your next turn, when you take damage from an enemy attack, reduce the damage by your level.
Adventurer feat: Against the first hit, increase the damage reduction by your Intelligence modifier (x2 at 5th level; x4 at 8th level).

Clouded Step

Close-quarters spell; 1/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 attack roll are an automatic miss.
Adventurer feat: You can teleport to a far away location.

Elemental Warding

Close-quarters spell; 1/battle; Quick action
Target: You or a nearby ally
Effect: You place a protective aura on the target that absorbs up to 5 times your level in elemental damage, i.e. acid, cold, electricity, fire, lightning, and thunder damage.
Adventurer feat: You can now cast this spell as an interrupt action when an ally is attacked. The shield can absorb the damage from the triggering attack.

Explosive Sigil

Close-quarters spell; 1/arc; Interrupt action when the marked enemy triggers your sigil.
Target: The marked enemy
Effect: 13 (1d4 x 5) fire damage.
2nd: 18 (1d6 x 5) fire damage.
3rd: 23 (1d8 x 5) fire damage.
4th: 28 (1d10 x 5) fire damage.
5th: 35 (1d6 x 10) fire damage.
6th: 45 (1d8 x 10) fire damage.
7th: 55 (1d10 x 10) fire damage.
8th: 70 (2d6 x 10) fire damage.
9th: 90 (2d8 x 10) fire damage.
10th: 110 (2d10 x 10) fire damage.
Adventurer feat: Also deal 5 ongoing fire damage (5th level: 10 ongoing damage; 8th level: 20 ongoing damage)..

Freezing Strike

Same as swordmage basic melee attack except . . .
1/arc
Special: Add the escalation die twice to the attack roll instead of once.
Hit: Same damage as basic attack. The damage is cold damage. The target is stuck (save ends).
Miss: Cold damage equal to four times your level, and the target is stuck until the end of your next turn.
Adventurer feat: The spell is now arc/desperate.

Keen Blade

Same as swordmage basic melee attack except . . .
1/battle
Special: Increase your critical range with the attack by the escalation die.
Hit: Same damage as basic attack. The damage is force damage.
Adventurer feat: If the target is marked by your sigil, roll twice on the attack roll and choose the result.

Lightning Backlash

Same as swordmage basic melee attack except . . .
1/arc; Interrupt action when you are hit by an attack from an enemy engaged with you.
Target: The enemy who hit you.
Special: If the target is marked with your sigil, you can roll twice for the attack and choose the result.
Hit: Same damage as basic attack. The damage is lightning damage.
Adventurer feat: This spell does not count against your limit of one interrupt action between your turns.

Mental Block

Close-quarters spell; 1/battle; Interrupt action when you are hit by an attack.
Target: The attacker
Effect: The attacker rerolls the attack, but the reroll is against your MD plus the escalation die regardless of the original defense.
Adventurer feat: If the reroll is a miss, the attacker takes psychic damage equal to your level x 2.

Whiteflame Blade

1/battle
Same as swordmage basic melee attack except . . .
Hit: Same damage as basic attack. The damage is fire damage. Deal half damage to a different nearby enemy. If the second target is engaged with you, it takes full damage.
Miss: Fire damage equal to twice your level.
Adventurer feat: Gain a +1 bonus to the attack roll for each enemy you are engaged with after the first.

3rd Level Spells

Arcane Cleansing

Close-quarters spell; 1/battle; Quick action
Target: You or a nearby ally
Effect: The target can make a save against a temporary effect, with your Intelligence modifier as a bonus.
Adventurer feat: Once per arc, you can target yourself plus one ally for each point of escalation die instead.

Force Barrier

Close-quarters spell; 1/battle; Quick action
Target: Your or a nearby ally.
Effect: You spend a recovery without healing. Instead, the target gains a shield that absorbs 20 damage before it dissolves. While the shield is active, the target has resist force 14+.
4th: Absorb 25 damage
5th: Absorb 30 damage
6th: Absorb 40 damage
7th: Absorb 50 damage
8th: Absorb 65 damage
9th: Absorb 80 damage
10th: Absorb 100 damage
Adventurer feat: As long as the barrier is not dissolved, it replenishes two points per level at the start of your turn, up to the maximum.

Force Riposte

Same as swordmage basic melee attack except . . .
1/arc; Interrupt action when you are hit by an attack from an enemy engaged with you.
Target: The enemy who hit you.
Hit: Same damage as basic attack. The damage is force damage. Compare your total attack roll to the attacker’s attack roll. If your roll is equal or higher, the triggering attack against you is a miss.
Adventurer feat: If your attack roll is a natural 1-5, the spell is not expended.
Champion feat: You can now use this spell when the attacker is nearby (but not engaged) as a ranged thrown weapon attack.

Ghost Strike

1/arc
Same as swordmage basic melee attack except . . .
Target: One nearby enemy
Always: Until the end of your next turn, you are insubstantial. You have resist physical damage 16+ and you can move through solid obstacles. Pop free and move to engage the target.
Attack: Intelligence + Level vs. PD
Hit: Same damage as basic attack. The damage is necro damage.
5th level: You can now use this spell twice per arc.
8th level: You can now use this spell three times per arc.
Adventurer Feat: At the end of your next turn and each following turn, roll a save. If the save succeeds, the insubstantial effect continues until the end of your following turn. If the save fails, the effect ends.

Lightning Leash

Close-quarters spell; 1/battle; Quick action
Target: One nearby enemy
Attack: Intelligence + Level vs. PD
Hit: If the target is normal size or smaller, you pull it towards you and engage it. If the target is large size or bigger, you move to engage it.
Miss:
Natural even miss: The spell is not expended.
Adventurer feat: On a hit, also deal lightning damage equal to twice your level.

Mind Slicer

Same as swordmage basic melee attack except . . .
1/arc
Attack: Intelligence + Level vs. MD
Hit: Same damage as basic attack. The damage is psychic damage. The target is dazed (save ends).
Miss: Psychic damage equal to three times your level, and the target is dazed until the end of your next turn.
Adventurer feat: The target also takes 5 ongoing psychic damage (save ends both; 10 ongoing damage at 5th level; 20 ongoing damage at 8th level).

Sigil of Blood

Close-quarters spell; 1/battle; Interrupt action when the marked enemy triggers your sigil.
Target: The marked enemy
Effect: You heal using a recovery. Deal necro damage to the target equal to the recovery roll.
Adventurer feat: The ally that was attacked heals equal to half your recovery roll.

5th Level Spells

Blurring Sigil

Close-quarters spell; 1/battle; Interrupt action when the marked enemy triggers your sigil.
Target: The marked enemy
Effect: The target must roll twice on the attack and take the lower result.
Champion feat: If either of the target’s rolls is a natural 1-3, you can force it to attack a different nearby enemy with the higher roll.

Death Ward

Close-quarters spell; 1/arc; Quick action
Target: You or a nearby ally
Effect: The next time the target is reduced to zero hit points this battle, it can spend a recovery to heal as a free action. It still gains a skull.
Champion feat: If the ward was not triggered, you regain the use of the spell at the end of the battle.

Ice Crown

Close-quarters spell; 1/arc; Quick action
Target: You or a nearby ally
Effect: Until the end of the battle, at the start of the target’s turn, it deals 6 cold damage to all enemies engaged with it.
6th: 8 damage
7th: 10 damage
8th: 12 damage
9th 15 damage
10th: 20 damage
Champion feat: Add the escalation die to the damage dealt (8th level: twice the escalation die).

Raw Energy

Same as swordmage basic melee attack except . . .
1/arc
Attack: Intelligence + Level vs. AC with a special penalty of –4 on the attack roll.
Hit: Same damage as basic attack. The damage is fire damage. Deal 1d20 fire damage to all nearby enemies. (Always roll this damage.)
Natural 16+: Deal double damage (yes, that means triple damage if it is a crit).
Miss: Reroll the attack once.
Hit on second roll: Same damage to the target as a basic attack. The damage is fire damage. You take 1d20 fire damage.
Miss on second roll: Deal 1d20 fire damage to all nearby creatures, including yourself and the target.
6th: 2d12 damage
7th: 3d10 damage
8th: 2d20 damage
9th: 4d12 damage
10th: 6d10 damage
Champion Feat: This spell is now arc/desperate.

Shimmering Ward

Close-quarters spell; 1/arc; Quick action
Target: You or a nearby ally
Effect: The target gains a 1d4 bonus to each defense until the end of the battle, rolled separately.
Champion feat: The spell is now Recharge 16+.

Viper Bite

Same as swordmage basic melee attack except . . .
1/arc
Special: If the target is staggered, gain a 1d4 bonus to the attack roll..
Hit: Same damage as basic attack. The damage is poison damage. Deal ongoing poison damage equal to twice your level. If the target is staggered, it is weakened (save ends).
Miss: Poison damage equal to four times your level.
Champion feat: On a natural even miss, the spell is not expended.

7th Level Spells

Blade Wave

Close-quarters spell; 1/arc
Target: Up to one nearby or far away enemy per point of escalation die.
Special: This spell uses your melee weapon. Do not add the escalation die to the attack roll.
Attack: Intelligence + Level vs. AC
Hit: Weapon damage if the target is nearby. Half weapon damage if it is far away.
Miss: --
Champion feat: Deal damage equal to three times your level on a miss.

Hasted Lighting Strike

Close-quarters spell; 1/arc
Effect: Make a no-trigger melee attack against an enemy you are engaged with. Then teleport to engage a different nearby enemy and make a second no-trigger attack against that enemy.
Champion feat: You can teleport to engage a far away enemy instead.

Speed Burst

Close-quarters spell; 1/arc; Quick action
Target: You or a nearby ally
Effect: The target can immediately take a move action. If the escalation die is 3+, it can take a standard action instead.
Champion feat: The spell is now Recharge 16+.

Vampiric Blade

Same as swordmage basic melee attack except . . .
1/arc
Special: If the target is staggered, you can reroll a natural even miss on the attack once and take the second result.
Hit: Same damage as basic attack. The damage is necro damage. You can spend a recovery to heal. If you do, deal additional necro damage equal to the healed amount.
Champion feat: On a miss, deal half damage. You can still choose to spend a recovery, but heal only half of the amount, which also halves the additional damage.

Vortex Sigil

Close-quarters spell; 1/arc; Interrupt action when the marked enemy triggers your sigil.
Target: The marked enemy
Attack: Intelligence + Level vs. PD
Hit: You teleport the target to a nearby location and choose a new target for its attack from among the creatures within range. The attack roll remains the same.
Miss:
Champion feat: On a natural even miss, you can choose to teleport the target to engage you and redirect the triggering attack to yourself.

9th Level Spells

Animated Clone

Close-quarters spell; 1/arc
Effect: You create a clone of yourself, which lasts until the end of the battle or until brought to zero hp. The clone has your attacks and defenses, but it can only make basic attacks. Spend a recovery without healing. The recovery roll sets the clone’s hit points. The clone acts on your turn, after you. It has a standard, move and quick action and acts independently.
If the clone rolls a fumble (natural 1) on an attack, it slips from your control and won’t be dismissed at the end of the battle. It won’t be hostile (if you don’t attack it), but its survival instincts kick in, and it will try to flee the battle. You now have to somehow deal with a copy of yourself running around.

Delayed Impact

Close-quarters spell; 1/arc; Quick action
Target: You or a nearby ally
Effect: Until the end of your next turn, damage does not reduce the target’s hit points. Track the damage separately. The target takes that damage at once at the end of your next turn (or at the end of the battle, whichever comes first). The target makes a hard save (16+). If they succeed, they take half damage.
Epic feat: The save to take half damage is a normal save.

Flawless Strike

Same as swordmage basic melee attack except . . .
1/arc
Special: The escalation die must be 3+ to cast this spell.
Hit: Deal maximum damage (of a basic attack).
Epic feat: On a miss, regain the spell at the end of the battle.

True Striking

Close-quarters spell; 1/arc
Target: You or a nearby ally
Effect: Until the end of the battle, the target’s critical threat range with melee attacks is increased by the escalation die.
Epic feat: The spell is now Recharge 16+.

Prismatic Blade

Close-quarters spell; 1/arc; Quick Action
Effect: This battle, you can make the following attack at-will.
Prismatic Strike
Same as swordmage basic melee attack except . . .
Hit: Same damage as basic attack. Roll 1d8 on the table below for an additional effect.
1. Red. The target takes 20 fire damage (10th level: 25).
2. Orange. The target takes 25 acid damage (10th level: 35).
3. Yellow. The target takes 35 lightning damage (10th level: 45).
4. Green. The target takes 15 ongoing poison damage (10th level: 20 ongoing damage).
5. Blue. The target takes 10 ongoing cold damage and it is stuck (save ends both) (10th level: 12 ongoing damage).
6. Indigo. The target starts making last gasp saves. On the fourth failed save, it is turned to stone. If the target has 250 hp or less, the last gasp save is a hard save (16+) as usual, otherwise the save is an easy save (6+).
7. Violet. The target must succeed at a save, or it is removed from the battlefield and is sent to another plane. At the GM’s discretion, creatures sent to their home plane may not be able to return. If the target has 250 hp or less, the effect is “save ends”, otherwise the target returns to where it was at the end of its next turn.
8. Ultraviolet. The target takes 10 ongoing psychic damage (10th level: 15 ongoing damage). If the target has 250 hp or less, it is also confused (save ends both).
Epic feat: On a natural 18+ on the attack roll, roll two d8s and gain both effects.

Stunning Sigil

Close-quarters spell; Arc/desperate; Interrupt action when the marked enemy triggers your sigil.
Target: The marked enemy
Attack: Intelligence + Level vs. MD
Hit: If the target has 320 hp or less, it is stunned until the end of its next turn (-4 to defenses and can’t take actions) and the triggering attack is negated. Otherwise, the target is dazed until the end of its next turn (-4 to attack rolls, this may turn the triggering attack into a miss).
Miss: If the target has 320 hp or less, it is dazed until the end of its next turn (-4 to attack rolls, this may turn the triggering attack into a miss).
10th: Stun targets with 400 hp or less.
Epic feat: On a hit, also deal 80 (10th level: 100) psychic damage.

Section 15: Copyright Notice
13th Age Second Edition Heroes’ Handbook. Copyright 2025, Fire Opal Media, Inc.; Authors: Rob Heinsoo, Jonathan Tweet. Dark Alleys & Twisted Paths. Copyright 2019, Martin Killmann; Author: Martin Killmann. Dark Pacts & Ancient Secrets. Copyright 2017, Martin Killmann; Author: Martin Killmann.

Major changes over 1E

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