[spoiler]Well, actually the issue was mechanical, giving it straight to someone with Warblade refresh could be problematic balance wise, given some of the maneuvers.[/spoiler]
Maneuvers [spoiler]
Enlightenment - Ageless ObsessionRising Spirit (Stance)Level Crusader 8, Swordsage 8
Prerequisite 3 Rising Spirit Maneuvers known
Initiation Action 1 swift action
Range Personal
Target You
Duration Stance
Practitioners of the Rising Spirit have sought enlightenment for ages, far before even the founding of the Temple of the Nine Swords. The dedication of a true master of the discipline is so great that he can partially remove himself from his material form by merely willing it so, granting him alacrity undreamed of by those who remain governed by their delusions.As long as you remain in this stance, you gain an extra move action every turn. If you move as part of this extra move action, you do not provoke attacks of opportunity for movement and ignore difficult terrain. In addition, when you move and make a full attack in the same turn, you may divide up the attacks you would be entitled to between all enemies you move past in any way you wish, in any order.
Example: Youki Konpaku is facing two ninjas and his archrival Rinnosuke. The Rising Spirit master enters the
Ageless Obsession stance, weaving among his opponents and performing a full attack. Knowing the ninjas to be pushovers, he assigns the two least accurate attacks of the four he is entitled to them and reserves his most accurate attacks for Rinnosuke - the order he passed the three in doesn't matter.
Mortal - Approaching DisillusionRising Spirit (Strike)Level Crusader 3, Swordsage 3
Prerequisite 2 Rising Spirit Maneuvers known
Initiation Action 1 standard action
Range Melee attack
Target One creature
Area 5-ft. cube; see text
Duration Instantaneous
Magic is the stuff of dreams and illusion. On the way to enlightenment, such deception of self and others is only a roadblock, and adepts of the Rising Spirit learn to cleanse themselves and their environment of it.When you use this strike, make a single melee attack. This attack is preceded by a
Dispel Magic effect targeted on the five-foot space you attack into, using your initiator level as its caster level. Other than the area, this functions identically to the Area Dispel option of the
Dispel Magic spell. If you were attacking a space that you believe holds an invisible creature and the effect granting that creature invisibility is dispelled by this strike, you need not roll for concealment.
This maneuver is a supernatural ability.
Mortal - Attainment of Eternal TruthRising Spirit (Boost)Level Crusader 8, Swordsage 8
Prerequisite 2 Rising Spirit Maneuvers known
Initiation Action 1 immediate action
Range Personal
Target You
Duration 1 round
You sever yourself from the material world for a short time, leaving only the memory of your presenceUntil the start of your next turn, you temporarily leave the world. While in this state, you are invisible,inaudible,insubstantial, and scentless to other creatures. Even most magical attacks have no effect on them. See invisibility and true seeing reveals your presence.
You can still use your senses in the normal world, but everything seems monochrome, indistinct and ghostly and less real than you are. Normally opaque objects are translucent and obscure vision beyond 10ft.
You cannot affect, nor be affected by the normal world by any means except for abilities that specifically cross dimensional boundaries(such as Transdimensional Spell) or by creatures using Attainment of Eternal Truth(who treat you as solid and real).
You can move in any direction (including up or down) at will. You do not need to walk on the ground, and material objects do not block you. You can pass through and operate in water or solid matter as easily as you do in air. You cannot fall or take falling damage.
This maneuver is a supernatural ability.
Heaven - Components of the SoulRising Spirit (Boost)Level Crusader 7, Swordsage 7
Prerequisite 3 Rising Spirit Maneuvers known
Initiation Action 1 swift action
Range Personal
Target You
Duration 1 round
The soul consists of ten base components - three for the mind and seven for the body. You split these base components from you and give them physical form, effectively splitting yourself into multiple parts, though each is a whole in its own right. By initiating this maneuver, you create one duplicate of yourself per five initiator levels. These duplicates appear in spaces of your choice adjacent to you. The duplicates possess exact copies of your equipment, magical and nonmagical, as well as copies of all spell effects active on your person at the time of initiating this maneuver, but consumable items or items with limited charges such as wands or scrolls are duplicated fully expended, as are dischargeable spell effects such as
True Strike.
Each duplicate must use the same actions as you do (for instance, if you move, leave your swift action unspent, and use a strike, all duplicates must also move, leave their swift actions unspent, and use the same strike), though they may choose different targets or areas for their attacks and abilities, make different choices if the ability used demands one, and move in different ways and different distances. In fact, if you use an attack or effect, none of your duplicates may affect the same target as you and no two duplicates may affect the same target. If you use an effect that affects an area, the areas may overlap, but every target may be affected only once, even if it is in more than one of the areas.
For the duration of the maneuver, you and all your duplicates gain a number of temporary negative levels equal to the number of duplicates created. If a duplicate dies before the maneuver ends, you do not take damage, but instead one of the negative levels becomes a regular negative level that remains after the maneuver ends and forces a fortitude save to remove it after 24 hours if it is not removed before that time as normal.
Damage dealt to duplicates are carried over to you when the duplicate disappears, by any means.
The duplicates may not cast spells or use spell-like abilities, but they may initiate maneuvers as normal, and their lists of known, readied, and granted (if applicable) maneuvers are identical to yours at the time of initiating this maneuver. The duplicates may recover or be granted new maneuvers as normal for your initiator class(es), but they must all take the action(s) required if your recovery method requires an action and all duplicated must recover the same maneuver. If you are granted maneuvers randomly, determine the granted maneuver once for all duplicates and yourself. No duplicate may use the
Components of the Soul maneuver.
At the end of the maneuver's duration, each duplicate and all the equipment they were created with disappears, regardless of their state or location.
This maneuver is a supernatural ability.
Example: Youmu Konpaku, with an initiator level of 15, faces down four foes and decides to initiate Components of the Soul, creating three duplicates and gaining three negative levels. After her three duplicates split from her soul, she moves up to one of her enemies and initiates a strike (like Divine Surge). Her three duplicates must also move and use the Divine Surge strike, but they may not target the same foe she just attacked, nor may any two of them attack the same target, so each of them engages a separate one of the remaining three. After Youmu's turn ends, those of her enemies who didn't die to the attacks focus fire on one of her duplicates, dealing a total of 50 damage. At the start of her next turn, all of Youmu's duplicates disappear, as do the three negative levels she took, and she immediately loses the 50 hit points of damage her duplicate was dealt.
Mortal - Delusion of EnlightenmentRising Spirit (Strike) [Mind-Affecting]Level Crusader 5, Swordsage 5
Prerequisite 2 Rising Spirit Maneuvers known
Initiation Action 1 standard action
Range 20 ft.
Area see text
Saving Throw Will negates
Duration 1 round
The sensation of an epiphany, of approaching true enlightenment, is the most exhilarating there can be, and Rising Spirit adepts know this better than anyone else. However, a false sense of enlightenment is dangerous, as it can blind one to the truths of the moment.When you initiate this maneuver, you instill nearby creatures with a false sense of enlightenment that may blind them. All creatures within 20 feet must make a will save (DC 15 + your Wis modifier) or be blinded for one round.
This maneuver is a supernatural ability.
Asura - Empty VictoryRising Spirit (Counter)Level Crusader 1, Swordsage 1
Prerequisite 0 Rising Spirit Maneuvers known
Initiation Action 1 immediate action
Range See text
Target One creature
Duration 1 round
The Asura realm is associated with jealousy, struggle, and combat. Exploiting your opponent's own affinity with this realm through his offense, you render his success meaningless and hollow.You can initiate this maneuver when a creature successfully hits you with an attack. That creature takes a -4 penalty to AC for one round.
Ghost - Fasting of the Hungry GhostRising Spirit (Counter)Level Crusader 1, Swordsage 1
Prerequisite 0 Rising Spirit Maneuvers known
Initiation Action 1 immediate action
Range Personal
Target You
Duration 1 round
The Ghost Realm is inhabited by wretched beings governed by their desires, damned to crave for what they cannot hope to attain until they have atoned for their past life's greed. By meditating on the ghosts' ordeal, you may make their forced abstinence your own and delay hostile effects.You can initiate this maneuver any time you would be required to make a save. The onset of the effect that forced the save is delayed for one round. At the end of your next turn after initiating this maneuver, you make the saving throw at a -4 penalty and are affected as normal if you fail (or even if you succeed, depending on the effect).
Hell - Fear for the Disgraceful EndRising Spirit(Strike)Level Crusader 1, Swordsage 1
Prerequisite 0 Rising Spirit Maneuvers known
Initiation Action 1 standard action
Range Melee Attack
Target One Creature
Duration 1 round
Saving Throw Will negates
Death comes to all, but even those who would gleefully hurl themselves into her embrace seek the good death. You focus the combined terror and shame of those who died an ignoble death into your strike, turning the craven from their course.As part of this maneuver, make a normal melee attack. If you successfully hit with the attack, the target must make a Will save (DC 11 + your Cha mod) or become Shaken for 1d4+1 rounds.
Heaven - Five Signs of the Dying DevaRising Spirit (Strike)Level Crusader 8, Swordsage 8
Prerequisite 3 Rising Spirit Maneuvers known
Initiation Action 1 Standard action
Range Melee Attack
Target One Creature or Object
Duration 1 round per 4 initiator levels
Saving Throw Will negates (affects objects)
All things end, even the divine will fall. You contemplate the inevitability of existence, and focus that realization into your attack, separating the target from his futile efforts to stave off the end.As part of this maneuver, make a melee attack. If this attack hits, the affected creature or object does not benefit from any of the following abilities for the duration of the maneuver if it has them, regardless of source:
- All damage reduction and energy resistances.
- Fast Healing
- All Immunities (Such as immunity to critical hits granted by Heavy Fortification armor or even a fire elemental's immunity to fire damage)
- Regeneration
- Rejuvenation abilities(such as a lich's phylactery, contingent resurrection magic or a ghost's rejuvenation)
A successful will save (DC 18 + your Cha modifier) negates this effect. Damage or Drain to a non-ability still have no effect. Mind control and similar controlling effects that the target would otherwise be immune to only function if it is capable of obeying; this maneuver does not grant it the ability to obey.
Mortal - Fleeting PassionRising Spirit (Boost)[Mind-Affecting]Level Crusader 1, Swordsage 1
Prerequisite 0 Rising Spirit Maneuvers known
Initiation action 1 swift action
Range 15 ft.
Target One creature
Duration 1 round
Saving throw Will negates
The mortal realm is one of idealism and sometimes thoughtless enthusiasm. To curb this enthusiasm is essential, but even a novice of the Rising Spirit understands that it can be useful for motivating allies or hampering enemies.This maneuver works as the
Rage spell except as outlined above and below. You may target an unwilling creature with this maneuver, but if you so, the target is entitled to a Will save (DC 11 + your Cha modifier).
Brute - Fool's PetardRising Spirit (Strike)Level Crusader 4, Swordsage 4
Prerequisite 2 Rising Spirit Maneuvers known
Initiation action 1 standard action
Range Melee attack
Target One creature
Duration 1 round
Saving throw Will; see text
Those who conspire to harm others foolishly and without forethought conspire, in the end, against themselves. Named after one of many idioms that convey the concept, this strike turns a foolish opponent's hostility on themselves.As part of initiating this strike, make a melee attack. If this attack hits, whenever a target of the subject's attacks successfully defends against an attack or effect, the subject is affected as if he had targeted himself with that attack or effect instead, using the same attack bonus, effect DC and all applicable modifiers(such as caster level and duration). The original target is unaffected, even if the effect would normally have an effect on a successful save or a partial effect on a miss.
For the purposes of this maneuver, a successful defense as defined by failed attack roll, failed combat maneuver roll, successful save, failed Spell/Power Resistance, failure to penetrate miss chance, applicable immunity or complete negation of damage via damage reduction or energy resistance.
A successful will save (DC 14 + your Wis modifier) does not negate this effect, but does alert the affected creature to it and allows it to act accordingly.
Asura - Green-Eyed KingRising Spirit (Strike)Level Crusader 2, Swordsage 2
Prerequisite 1 Rising Spirit Maneuver known
Initiation action 1 standard action
Range Melee attack
Target One creature
Duration 1d4 rounds
Saving throw Will negates
The King wants all he does not have, even when it is neither possible nor desirable. Blinded by the haze of envy, he lashes out at the world.As part of initiating this strike, make a melee attack. If your attack hits, the target of the attack must take any attacks of opportunity its allies provoke from it for 1d4 rounds. Attacks of Opportunity provoked by moving that are provoked by the target's allies in this way cannot be avoided using the Tumble skill. A successful Will save (DC 12 + your Cha modifier) negates this effect.
An affected creature is automatically aware of the effects of Green-Eyed King, and may wish to inform allies of the resulting complication.
Hell - Karma GustRising Spirit (Counter)Level Crusader 2, Swordsage 2
Prerequisite 1 Rising Spirit Maneuver known
Initiation action 1 immediate action
Range Personal
Target You
Duration 1 round
Though fear and hatred seem omnipresent and neverending, the winds of Karma are more persistent yet. Sometimes, these winds blow strongly and suddenly, and when they do, Rising Spirit practitioners see themselves as their carriers.You may initiate this maneuver when you take hit point damage. For one round, you gain a bonus on damage rolls equal to +1 for every 5 points of damage taken, +1 for every 5 points of damage in your delayed damage pool at the time of initiating this maneuver, if you have one.
Brute - Karmic Punishment of the Idle and UnfocusedRising Spirit (Strike)Level Crusader 6, Swordsage 6
Prerequisite 1 Rising Spirit Maneuver known
Initiation action 1 full-round action
Range Melee attack
Target One or more creatures; see text
Duration Instantaneous
Saving throw Will negates
Foolish and lazy, those captivated by the brute realm are easily confounded and duped, for they lack the motivation and faculties to notice or care. Acting swiftly, you move between your enemies and make use of their crippling indecision.When you initiate this maneuver, move up to your speed in a straight line and make one melee attack at your full base attack bonus with any melee weapon or natural weapon against each enemy you pass.
You may move an additional time in this maneuver for every four IL you have(moving in a straight line six times at IL 20, allowing five changes of direction). You do not provoke attacks of opportunity for this movement, but may only attack each creature you pass once, no matter how many times you pass it.
Every target you hit must make a will save(DC 16+Wis mod) or its initiative count immediately equals your initiative count +1, and they act on their new initiative count following rounds as normal. If they have not yet acted during this round, they cannot act in this round at all, but can act on their new initiative count in the following rounds. The targets do not act again on their original initiative counts.
Asura - No Deed UnpunishedRising Spirit (Strike)Level Crusader 4, Swordsage 4
Prerequisite 1 Rising Spirit Maneuver known
Initiation action 1 standard action
Range Melee attack
Target One creature
Duration 1 round/3 initiator levels
Saving throw See text
The man who gives in to his urges and jealousy and lashes out against the world finds himself hounded by the world in turn, betrayed by even his closest friends.As part of initiating this strike, make a melee attack. If your attack hits, any actions the target takes for the next 1 round per 3 initiator levels that would provoke attacks of opportunity provoke attacks of opportunity from all creatures capable of making attacks of opportunity, even allies of the target, and creatures cannot choose not to make attacks of opportunity against the target unless they succeed on a Will save (DC 14 + your Wis modifier). A successful save protects a creature from the compulsion to perform an attack of opportunity for the duration of this strike. For the duration of the strike, the target cannot avoid attacks of opportunity provoked by moving using the Tumble skill.
Asura - Obsession with the Present WorldRising Spirit (Boost)Level Crusader 6, Swordsage 6
Prerequisite 2 Rising Spirit Maneuvers known
Initiation action 1 swift action
Range Personal
Target You
Duration 1 round
Saving throw See text
This world is all there is for the unenlightened. The Asura seeks to discover and conquer every corner of this realm, never realizing the futility of this struggle. Channeling the obsession of the Asura realm, you slice the worlds together and apart.When you initiate this maneuver, the first attack you perform this round does not deal hit point damage, but instead cause the target to be transported to a different coexistent plane of existence, as per the
Planeshift spell, unless it succeeds on a Will save (DC 16 + your Wis modifier).
Heaven - Pride of the DevaRising Spirit (Stance)Level Crusader 3, Swordsage 3
Prerequisite 1 Rising Spirit Maneuver known
Initiation action 1 swift action
Range Personal
Target You
Duration Stance
As long as you remain in this stance, any opponent attempting to target you with a ranged attack or spell or include you in the area of a spell or effect must make a Will save (DC 13 + your Cha modifier) or be unable to follow through, as if you were under the effect of a
Sanctum spell (but affecting only ranged attacks and spells or those affecting an area). Conversely, if you make an attack, this stance automatically ends, requiring you to reactivate it.
Ghost - Reach for the Spectral FeastRising Spirit (Boost)Level Crusader 3, Swordsage 3
Prerequisite 1 Rising Spirit Maneuver known
Initiation Action 1 Swift action
Range Personal
Target You
Duration 1 round
Desire, Greed, Lust. The Ghost realm is the sphere of Want, and in emulating their sins, the initiator gains the ability to reach what they cannot. Beware falling into the trap of becoming what you emulate.While under the effect of this maneuver, you treat incorporeal, gaseous and ethereal creatures and objects, as well as creatures and objects in extradimensional spaces and adjacent dimensions(such as the Plane of Shadow or a creature using Attainment of Eternal Truth) as if they were the same material state as you are(i.e. solid), and can manipulate, interact with, perceive or attack them normally.
At the same time, you are treated as being corporeal, incorporeal, gaseous or ethereal for purposes of adjudicating effects that would not affect creatures of all these states, whichever would be least advantageous to you in any given circumstance. For beneficial effects (such as a buff spell), you may choose to be treated as corporeal instead.
Heaven - Release from SufferingRising Spirit (Counter)Level Crusader 5, Swordsage 5
Prerequisite 2 Rising Spirit Maneuver known
Initiation action 1 immediate action
Range Melee reach
Target You and selected allies in range
Duration 1 round
The founding principle of the Rising Spirit is to leave the suffering of the material world behind. Though true transcendence requires a lifetime of dedication, skilled practitioners of the discipline sometimes learn to cut at the bonds that tether beings to reality, fraying them for a short time and giving at least temporary reprieve.When you initiate this maneuver, you and all selected allies within range become incorporeal for one round or until an affected creature takes any action (including free actions and attacks of opportunity, but not delaying).
This maneuver is a supernatural ability.
Hell - Reign of TerrorRising Spirit (Boost) [Fear, Mind-Affecting]Level Crusader 4, Swordsage 4
Prerequisite 1 Rising Spirit Maneuver known
Initiation action 1 swift action
Range Personal
Target You
Duration 1 round/initiator level
Saving throw Will negates
The residents of the hell realm live in a state of constant fear of punishment for their hateful deeds. With this technique, Rising Spirit adepts can instill that fear in their enemies.After initiating this maneuver, the target of the next melee attack you make must make a Will save (DC 14 + your Cha modifier) or be frightened for one round per initiator level, if the attack hits.
Ghost - Retribution on the Hungry GhostRising Spirit (Counter)Level Crusader 8, Swordsage 8
Prerequisite 3 Rising Spirit Maneuvers known
Initiation Action 1 immediate action
Range Medium
Target One spell or spell effect
Duration Instantaneous; see text
The realm of desire is pitiful. The hungry ghost seeks to consume, but all he reaches for burns him. This technique borrows from the spiritual retribution of their sin.When you initiate this maneuver, make a dispel check (1d20+IL) against a single spell or spell effect in range. If you succeed, you counter the spell or dispel the spell effect and select a new target or area for it within range. The spell takes effect as if the original caster had cast it, and continues its duration from the point it was countered. If the new target is invalid(such as if a Personal spell attempts to be retargeted), the spell ends.
Enlightenment - Rise from DelusionRising Spirit(Strike)Level Crusader 9, Swordsage 9
Prerequisite 4 Rising Spirit Maneuvers known
Initiation Action 1 Standard action
Area 20ft cone
Saving Throw Will negates
The final art of Rising Spirit, the release from mortality and the shackles of mortal obligation. By focusing the initiator's own spiritual attainment into the edge of the blade, the slash strikes out at all that binds the subject to the world, giving them a glimpse of enlightenment. Those who are already distanced from the world are sundered from itAll corporeal creatures within the area must make a Will save(DC 19+Cha or Wis) or be stunned and rendered incorporeal for 1d4+1 rounds, with all their material belongings falling to a heap where they stood. At the end of the duration, the creatures resume corporeal form.
In addition, incorporeal, gaseous, ethereal or otherwise immaterial creatures in the area are annihilated(as if disintegrated down to the soul) on a failed saving throw.
Rise from Delusion can affect immaterial creatures and creatures on coterminous planes.
Unlike other maneuvers, Rise from Delusion requires a completely perfect state of mind, provoking attacks of opportunity and being disrupted by damage as if it were a ninth level spell. Damage dealt to, and in the delayed damage pool does not count towards this disruption.
Brute - Savage RushRising Spirit(Strike)Level Crusader 2, Swordsage 2
Prerequisite 0 Rising Spirit Maneuvers known
Initiation Action 1 Full action
Range Charge Attack
Simple undirected carnage. That is the nature of the Brute, the beast beneath the surface. By acknowledging and embracing it's existence, you borrow the Brute's blind anger and strike outMake a charge attack, ignoring difficult terrain. At the end of your charge, you can perform an attack with each weapon and natural weapon you possess, to a maximum of 2 + 1 attack per 5 IL. If you used more weapons than you have limbs to wield, excess weapons fall to the ground at the end of turn. You automatically draw these weapons as part of the charge.
These attacks are made with your full base attack bonus. Increase the AC penalty from charging by 2(to a -4, barring other modifiers).
[spoiler]
The aftermath of a Savage Rush[/spoiler]
Heaven - See the Next WorldRising Spirit(Stance)Level Crusader 1, Swordsage 1
Prerequisite 1 Rising Spirit Maneuvers known
Range Personal
Duration Stance
The first steps of the path of ascension is to open your eyes to see the path and those who have gone before.While in this stance, you can see incorporeal, gaseous and dematerialized creatures through any nonmagical cover (such as ghosts inside a solid surface) and concealment (such as darkness or fog) within your sensory range. You can also see creatures in coexistent planes (such as the Ethereal Plane and the Plane of Shadow) the same way.
If you have the ability to see through magical cover or concealment (such as True Seeing or Blindsight), you can also apply the benefits of See the Next World to creatures benefiting from such concealment.
Brute - Short-Sighted FuryRising Spirit(Strike)Level Crusader 1, Swordsage 1
Prerequisite 0 Rising Spirit Maneuvers known
Initiation Action 1 Standard action
Range 1 melee attack
Target 1 creature
Saving Throw Will negates
Instinct is short-sighted and leads to doom in the end. This strike sends the beast instinct rising to the fore, to strike out blindly in wrath.You make a melee attack, if you hit, the target must make a Will save(DC 11+Cha) or be forced to move towards and physically attack you the next round by any means possible.
Mortal - Slash of EternityRising Spirit(Strike)Level Crusader 7, Swordsage 7
Prerequisite 3 Rising Spirit Maneuvers known
Initiation Action 1 Standard action
Range 1 melee attack
Target One creature, object or effect
Saving Throw Reflex Partial
The difference between an eternity and a moment is only in the one who experiences it. Here and now, is forever. With one strike, the subject's moment becomes an eternity.As part of initiating this maneuver, you make a melee touch attack against a creature, object or tangible effect (such as a magical effect like a
Wall of Fire or the area of a
Black Tentacles spell), turning a moment into an eternity. If this attack hits, the target must make a Reflex save (DC 17 + your Wis modifier) or be frozen in time for 1d4+1 rounds. On a successful save, the target is merely
slowed for 1 round, if applicable. Against spell effects and effects incapable of making a saving throw, make an initiator level check against the effect's caster level +10, success means it is affected as if it had failed its saving throw.
A frozen target cannot take actions and cannot affect other creatures or objects in any way, even passively. Durations of conditions, spells, or effects other than Slash of Eternity on it do not expire while it is frozen, just as if no time was passing. Its state or position cannot be altered in any way without first removing the effect of this maneuver. Frozen objects or creatures are still solid, if they originally were and otherwise behave (granting cover, preventing movement through spaces they occupy, and so on) as if they were inanimate objects.
For large inanimate objects, you may affect a cube up to 5 feet per Initiator Level on a side. Any parts of an object within that cube are affected, parts of the object outside of it count as a separate object for purposes of being affected (though they may still be rendered immobile or useless, as they remain attached to the frozen part of the object).
Slash of Eternity is a supernatural effect. It can be dispelled as if it was a 7th level spell with a caster level equal to your IL.
Asura - Slash of PresentRising Spirit (Counter)Level Crusader 3, Swordsage 3
Prerequisite 2 Rising Spirit Maneuvers known
Initiation Action 1 Immediate action
Range Melee reach
Target One attack or effect
Duration See text
Saving Throw None
'Now' is a broad, inclusive concept. Practitioners of Rising Spirit know better. Everything exists in its own present. It is but a cut in the right place to sunder a small moment of time from all else.You can initiate this maneuver when another creature would cast a spell or use an attack or ability within your melee reach, when such an attack or effect would target you or a creature within your melee reach, or when the area of such an attack or effect would intersect with your melee reach. Slash of Present delays the results of such actions as outlined below.
Instantaneous targeted attacks or effects such as a
Scorching Ray spell or a melee attack resolve as normal, but have their results delayed. The results take effect as normal at the end of your next turn after initiating this maneuver. For instance, a spell that deals damage would do so only at the end of your next turn.
Instantaneous effects targeting an area have their outcome delayed for all creatures and objects affected, even if some of them would be outside of this maneuver's range. At the end of the maneuver's duration, the attack or effect affects all targets it originally targeted, and only those targets, even if some of its original targets would now be outside its range or area and other targets would be within range now.
Targeted effects with a non-instantaneous duration such as a
Slow spell also resolve as normal, but have their results suppressed until the end of your next turn. This time does not count against the effect's duration.
Effects with a non-instantaneous duration that affect an area, such as a
Solid Fog spell, or that create non-instantaneous spell effects, such as a
Summon Monster spell, only take effect at the end of your next turn after initiating this maneuver. A target that moves out of the area of the effect while it is suppressed is unaffected, and targets that move into the area are affected as if they had been caught within all along.
Ghost - Tales of the Spirit RealmRising Spirit (Stance)Level Crusader 6, Swordsage 6
Prerequisite 2 Rising Spirit Maneuvers known
Initiation Action 1 swift action
Range Personal
Target You
Duration Stance
What is most desired is that which cannot be attained. The master of Rising Spirit inverts this realization, becoming the unattainable.While in this stance, you become incorporeal for 5ft of your movement each round +5ft for every 4 IL. You become fully corporeal again at the end of turn.
You may treat your equipment and body as
Ghost Touch when it would be beneficial.
Ghost - Unquenchable HungerRising Spirit (Strike)Level Crusader 5, Swordsage 5
Prerequisite 3 Rising Spirit Maneuvers known
Initiation Action 1 Standard action
Range 1 melee attack
Duration 1 round
Saving Throw None
Desire, the endless trap of wanting. In its endless hunger it leaves nothing where it wants everything.As part of initiating this maneuver, make a melee attack. If this attack hits, the target is affected as by a targeted Greater Dispel Magic effect, using your initiator level in place of caster level for the dispel check.
This maneuver is a supernatural ability
Hell - Wrath of the Hell GodRising Spirit (Strike)Level Crusader 6, Swordsage 6
Prerequisite 2 Rising Spirit Maneuvers known
Initiation Action 1 full round action
Effect Full attack
Range Melee reach
Duration 1 round / 3 IL or 1 round; see text
Saving Throw Will Partial
Opening yourself to the hate and fear embodied in the champions of the lower planes, you let it flow into, and through you, remaining untouched by its passage even as it strikes to the hearts of all around.As part of this maneuver, you may move and perform a full attack action. You can mix movement and attacks freely Each creature struck by an attack must make a Will save(DC 16+Wis mod) or become Panicked and flee for 1 round per three initiator levels. A successful save causes the creature to be shaken for 1 round instead.
You are immune to fear effects until the end of the next turn.
Creatures that successfully save against this maneuver cannot be Panicked by it for 24 hours, but can still be shaken.[/spoiler]