What spells would they cast?There are so many flavors a fullcaster Swordmage can do.
Besides flavor, what would an unarmed sword mage do differently than one with a sword?Include augmented Unarmed Strikes of various flavors as well as weapons.
An elemental theme Swordmage might choose spells like Fireball but instead cast it as a 20-foot aura.What spells would they cast?
There isnt too much difference between a telekinetic wielding a longsword to deal force damage versus striking to deal force damage. But casting spells while grappling can be interesting.Besides flavor, what would an unarmed sword mage do differently than one with a sword?
That's just a disagreement over what it should be, I think it should be a half-caster, you a full-caster. I don't think it needs access to a full 9 spell levels.For the half-caster concept, I would rather a Paladin subclass swap its spell list for the Wizard spell list, similar to the way the Divine Sorcerer swaps its spell list.
Dont ruin the Swordmage class.
It needs to be a full caster.
Elemental Burst, sure.An elemental theme Swordmage might choose spells like Fireball but instead cast it as a 20-foot aura.
Hmm...The Swordmage should generally lack access to ranged spells,
Agreed.There isnt too much difference between a telekinetic wielding a longsword to deal force damage versus striking to deal force damage.
Teleport with a grappled target could be good.Casting spells while grappling can be interesting.
It might be easy in this case, where the Swordmage is the base class.Hmm...
it is hard to make a subclass that restricts the base class features.
The arcane Paladin subclass seems perfect for the Wizard Knight part-caster.I'd rather not just swap a spell list on the paladin, it has too much other baggage in its class features.
So what level 9 spell do you think Swordmage's need?It might be easy in this case, where the Swordmage is the base class.
The range itself is the thematic.
So any spell that has a range becomes melee range instead, or burst with the Swordmage as the point of origin. The Swordmage oneself is of course immune, but nearby teammates would be affected normally. Friendly fire spells still require caution. But higher level features might sculpt the auras and bursts. Probably, a radius of 30 feet is the maximum distance away, if choosing certain spells whose radius blasts exceed it.
Anything to do with healing (lay on hands, cure wounds, radiation), the oath, heavy armour (for base class), the fact that you only get that arcane flavour at 3rd level, also the fact that it's only a single subclass rather than many subclasses that would alter a base swordmage class. Detect good and evil doesn't really fit. While it can be done with home-brew, these things wouldn't be removed from a base class if an actual official arcane paladin oath was created.The arcane Paladin subclass seems perfect for the Wizard Knight part-caster.
The Oath of the Scholar, to explore the unknown and discover truth.
To reflavor the Smite according to the chosen arcane theme and damage type works great.
Pick the spells from the Wizard list.
Out of curiosity, which "Paladin baggage" do you find too much? Would a Ranger with a Wizard spell list work instead?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.