If a maneuver is overtly magical or otherwise uses a supernatural
power source, it is noted as a supernatural ability in its
description. In this case, the maneuver obeys all the standard
rules for supernatural abilities.also this:
Page 44:
[DESCRIPTOR]
Some maneuvers have descriptors that further defi ne them.
These descriptors appear on the same line as the discipline
of the maneuver.
The descriptors that can apply to maneuvers are cold, electricity,
evil, fear, fire, force, good, mind-affecting, teleport,
and sonic. Most of these descriptors have no game effect by
themselves, but they govern how a maneuver interacts with
other maneuvers, powers, spells, or abilities.
SHADOW JAUNT
Shadow Hand
[Teleportation] ..... affected by Antimagic Field
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins
into a tiny mote, and disappears. A moment
later, this shadowy cloud appears across the
battlefi eld and expels you from it.
As part of this maneuver, you disappear
in a cloud of darkness and teleport up to
50 feet away. You must have line of sight
and line of effect to your destination.
If you attempt to use this maneuver
to move into an occupied space, you
do not move, and the maneuver is
expended but has no effect.
SHADOW STRIDE
Shadow Hand
[Teleportation] ..... affected by Antimagic Field
Level: Swordsage 5
Initiation Action: 1 move action
Range: 50 ft.
Target: You
You dissipate into a puff of black shadow.
A moment later, the shadow coalesces, and
you appear fi fty feet away.
This maneuver functions as the shadow
jaunt maneuver, except that it can be
initiated as a move action.
SHADOW BLINK
Shadow Hand
[Teleportation]..... affected by Antimagic field
Level: Swordsage 7
Initiation Action: 1 swift action
Range: 50 ft.
Target: You
In the blink of an eye, you disappear and
emerge from a mote of shadow energy across
the battlefi eld.
This maneuver functions as the shadow
jaunt maneuver, except that it can be
initiated as a swift action.