Occult Sovereignty (3.5e Martial Discipline)/All Maneuvers

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Absolute Resistance
Golem Heart, Occult Sovereignty (Counter)
Level: 7
Prerequisite: Three Golem Heart or Occult Sovereignty maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: 1 round
Even as the world crumbled around you and the archmage's powerful spells tore reality asunder, you stand firm unaffected by the show of force.

As an immediate action, you gain complete magic immunity as a golem until the beginning of your next turn.

If you are in the stance Removed from the Weave, you instead can share you magic immunity to all allies within 30 ft., protecting them for 1 round.


Aggravating Blow
Occult Sovereignty (Strike)
Level: 6
Prerequisite: Two Occult Sovereignty maneuvers
Initiation Action: Standard, attack of opportunity, see text
Range: Melee attack
Target: One creature
Duration: Instantaneous

Wanna know why Evocations make the best counterspells? *WHACK!!!* 'Cause ya can't cast any spells if ya get hit wicked hard!

You can initiate this maneuver whenever you would make an attack against a spellcaster in the process of casting a spell, as long as that attack is not part of another maneuver or a full attack. You can initiate this maneuver as part of an attack of opportunity or as a standard action. Make a single melee attack. If it connects, the attack does 6d6 extra damage, and is considered to have dealt four times as much damage as it actually did for the purpose of determining the Concentration DC to avoid losing a spell, power, or other such ability.


Annoying Blow
Occult Sovereignty, Shadow Hand, Tiger Claw (Strike) [X-Discipline]
Level: 3
Initiation Action: Standard, attack of opportunity, see text
Range: Melee attack
Target: One creature
Duration: Instantaneous

You hit the foe right in the face, hoping that he won't be able to finish his spell once his nose is smashed.

You can initiate this maneuver whenever you would make an attack against a spellcaster in the process of casting a spell, as long as that attack is not part of another maneuver or a full attack. You can initiate this maneuver as part of an attack of opportunity or as a standard action. Make a single melee attack. If it connects, the attack does 2d6 extra damage, and is considered to have dealt twice as much damage as it actually did for the purpose of determining the Concentration DC to avoid losing a spell, power, or other such ability.


Buzzing Fly
Occult Sovereignty (Rush) [Sonic]
Level: 5
Prerequisite: Two Occult Sovereignty maneuvers
Initiation Action: 1 full-round action
Range: Personal
Area: You
Duration: 1 round/4 initiator levels
Saving Throw: Will partial, see text

You run about the field like a madman, making bizarre and inane humming noises that draw everyone's attention to you. Your enemies are quickly annoyed beyond belief and start swinging wildly at you, trying to make you stop. The spellcasters cringe and their faces screw up in concentration as they try to maintain their spells, but their efforts are in vain - you are simply too irritating to ignore. Just as planned.

When using this maneuver, you may move up to 3× your speed. If you are under any effects that would increase or decrease your running speed multiplier (such as having the Run feat, wearing heavy armor, or carrying a heavy load), you apply those modifiers to your movement speed multiplier for using this ability, in the same way as you would for running. For instance, if you are wearing heavy armor or carrying a heavy load, you may move up to two times your speed with this maneuver. If you have the Run feat, this maneuver instead allows you to move up to four times your speed (or 3 times your speed if you are wearing heavy armor or carrying a heavy load).

You provoke attacks of opportunity for your movement under this maneuver, but that's actually a good thing. You have a +4 dodge bonus to AC (which increases to +6 against attacks of opportunity) while using this maneuver, and whenever you provoke an attack of opportunity using this maneuver, the foe who you provoked must succeed on a Will save (DC = 15 + your Int modifier) to not make the attack of opportunity.

Every time you pass through a creature's threatened area (or the area that they would threaten if not occupied with an activity such as spellcasting), your inane banter greatly disturbs that creature and makes it hard for it to focus its attention on any task other than smacking the crap out of you. (Tasks other than "smacking you" include zapping you with a spell.) This means that every time you pass through a creature's threatened area, if that creature is doing anything that requires concentration (including casting a spell or manifesting a power), it must succeed on a Concentration check (DC = 15 + your initiator level + your Int modifier + the spell level of the spell being cast or power being manifested (if applicable) + ½ the total number of spaces you have moved during this maneuver + the total number of attacks of opportunity attempted on you during this maneuver) to maintain their concentration and continue or complete their action. Failing on this Concentration check causes the action to fail and be wasted - the spell or power is lost, the skill use fails, et cetera. (Note that a creature in the process of casting a spell is not considered to actually threaten any squares, and thus is not forced to make a Will save to avoid making an attack of opportunity against you, unless it has an ability that allows it to continue threatening an area during the act of casting a spell.)

You may continue using this maneuver for a number of rounds up to ¼ your initiator level. Each round that you continue the maneuver, you use a full-round action to move as described in the first paragraph. You add ½ the number of spaces you move plus the number of attacks of opportunity that enemies make on you to the Concentration DC you force spellcasters/psions/skillmonkeys to succeed on each time you move through their threatened area. The DC is based on the number of spaces you've moved and the number of attacks of opportunity made against you over the course of the entire maneuver, which means that concentration can become nigh-impossible if you keep this maneuver going long enough. The maximum number of times you can force a single creature to make a Concentration check via this maneuver in a single round is ¼ your initiator level (rounded down, minimum 1); you can only dash in and out of a creature's threatened area only so much in a short span of time before it begins to tune you out.

If you move into a creature's threatened area even once during a round, it must succeed on a Concentration check to perform any tasks requiring intense focus on its turn for that round. (As explained in the combat rules, all of the action in a round is actually assumed to be happening more or less simultaneously; since you are deliberately trying to annoy your enemies when you initiate this maneuver, you time your antics in the enemy's face to take place at the precise moment that he or she is actually trying to concentrate on something.) This does not count against the limit for how many times you can distract a creature by moving into its threatened area during your turn.

If you are struck while performing this maneuever, you must make a Fortitude save (DC = 15 + damage taken) or immediately stop moving. If you are forced to stop moving in any fashion (including failure on the aforementioned Fortitude save or the Stand Still feat), the maneuver immediately ends. (You've been swatted.)

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Cut the Threads
Occult Sovereignty (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee threatened area
Target: One spell
Saving Throw: None

The adept sliced through the spell with his dagger, causing it to fizzle.

When a spell traces its line of effect through your threatened area, you may initiate this maneuver. Make an initiator level check. If it exceeds the spell's saving throw DC (or the DC it would have if the spell offered a saving throw), the spell is countered.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesOccult Sovereignty


Deny Magic
Occult Sovereignty (Stance)
Level: 8
Prerequisite: Four Occult Sovereignty maneuvers
Initiation Action: 1 swift action
Range: Personal
Effect or Area: antimagic field with a radius of 5 ft./initiator level centered on you
Duration: Stance

How interesting. Without your magic, you cease to be a mighty wizard and become just a wimpy hairless monkey. Whereas I... I am still a warblade.

While in this stance, you generate an antimagic field centered on yourself. The antimagic field has a radius of 5 feet per initiator level. As normal for an antimagic field, magic cannot be cast within the area and ongoing magical effects are suppressed (not deactivated — if they still have some of their duration remaining, they continue as soon as you go away). The antimagic field goes away as soon as you exit this stance.


Dimensional Chains
Occult Sovereignty (Stance)
Level: 4
Initiation Action: Swift
Range: 5 ft./initiator level Emanation
Area: Everyone in area
Duration: Stance
Saving Throw: None

Teleportation effects getting you down? For just 19.99, Dimensional Chains™ can be yours today! Order now while supplies last.

Works as Dimensional Lock, except that this stance is a supernatural effect.


Disrupt the Weave
Occult Sovereignty (Strike)
Level: 1
Prerequisite: One Occult Sovereignty maneuver.
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instanteous
Saving Throw: None

Sundering a spell is no harder than sundering a sword. You just need to know where to hit.

Make a melee attack. In addition to the normal damage, you make a targeted dispel check, 1d20 + your initiator level against DC 11 + caster level of the effect you are dispelling. This is a supernatural maneuver.


Distracting Blow
Occult Sovereignty, Shadow Hand, Setting Sun, Tiger Claw (Strike) [X-Discipline]
Level: 2
Initiation Action: Standard, attack of opportunity, see text
Range: Melee attack
Target: One creature
Duration: Instantaneous

Evocations make the best counterspells.

You can initiate this maneuver whenever you would make an attack against a spellcaster in the process of casting a spell, as long as that attack is not part of another maneuver or a full attack. You can initiate this maneuver as part of an attack of opportunity or as a standard action. Make a single melee attack. If it connects, the attack does normal damage, but it is considered to have dealt twice as much damage as it actually did for the purpose of determining the Concentration DC to avoid losing a spell, power, or other such ability.


Feeblespell
Occult Sovereignty (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As you strike true, you feel your target's magical strength slip away from him.

As part of this maneuver, make a single melee attack. If you hit, your target immediately gains 1d4 spellstrained levels.


Flatland's Abstraction
Infinite Lotus, Occult Sovereignty (Stance) [X-Discipline]
Level: 3
Prerequisite: One Infinite Lotus or Occult Sovereignty maneuver
Initiation Action: 1 swift action
Range: Personal
Effect or Area: Cylinder with a radius of 10 ft. per initiator level, centered on you, where vertical space is meaningless
Duration: Stance
Though the world may exist in three dimensions, a strange quirk of its existence forces it to be represented by only two when the gods play with it. With this stance, you can view the world as the gods do, and force the weave of reality to pull all creatures to the same vertical zone. Any creature that thinks it can stay above you and remain safe from your attacks is in for a nasty shock...

While you are in this stance, the third dimension is basically eliminated from existence in a cylinder emanating from you. The cylinder has a radius of 10 feet per initiator level, but its vertical height is 10 miles high. All creatures and objects that enter this cylinder are treated as though they are at the same vertical elevation as you (and each other) as long as they remain in the area. (They are not actually brought down to the same altitude, so you won't be crushed if an airship or something like that is directly above you when you initiate this stance.) The net effect of all this is that you may attack airborne creatures as though they were not airborne; vertical distance is no obstacle to your melee (or ranged) reach. The same is true of all creatures in the area of effect.

The effect is not blocked by walls, but it is blocked by ceilings. Because this stance does not actually alter vertical elevation, you can occupy the same space as a creature whose elevation is significantly above or below yours. If a creature above you is grappling with you when you end the stance, the grapple is instantly broken. As a side effect of ignoring vertical distance, this stance allows you to score critical hits or deal sneak attack (or other precision-based) damage against a creature whose vitals would ordinarily be out of your reach.


Haywire
Occult Sovereignty (Boost)
Level: 5
Prerequisite: One Occult Sovereignty maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round;
Saving Throw: Will negates; see text

Wizards and other unsavory sorts often use mindless golems or walking corpses as bodyguards. They do not need to be fed, do not tire, and can not be bought off. They can, however, get their programming scrambled sometimes.

On the turn you initiate this boost, any mindless creature struck by at least one attack you initiate is subject to the effects of the spell Random Action (replacing all references to caster with references to initiator), except this this effect is a maneuver that counts as a supernatural effect, does not count as a [compulsion] or [mind-affecting] effect, has a duration of 1 round/initiator level, and has a will saving throw of (DC 15 +INT mod).


Irritating Blow
Occult Sovereignty, Shadow Hand (Strike) [X-Discipline]
Level: 4
Prerequisite: One Occult Sovereignty or Shadow Hand maneuver
Initiation Action: Standard, attack of opportunity, see text
Range: Melee attack
Target: One creature
Duration: Instantaneous

You hit the foe right in the face, hoping that he won't be able to finish his spell once you've lobotomized him.

You can initiate this maneuver whenever you would make an attack against a spellcaster in the process of casting a spell, as long as that attack is not part of another maneuver or a full attack. You can initiate this maneuver as part of an attack of opportunity or as a standard action. Make a single melee attack. If it connects, the attack does 4d6 extra damage, and is considered to have dealt three times as much damage as it actually did for the purpose of determining the Concentration DC to avoid losing a spell, power, or other such ability.


Know thy Enemy
Occult Sovereignty, Mental Grip, Infinite Lotus, Diamond Mind (Boost) [X-Discipline, Scrying]
Level: 3
Prerequisite: One Occult Sovereignty, Mental Grip, Infinite Lotus, or Diamond Mind maneuver
Initiation Action: 1 round
Range: Medium
Target: One creature
Duration: Instantaneous

As Sun Tzu said, he who knows his enemy is well-equipped to win the battle. Sun Tzu also said that you need to know yourself, but you had that base covered from day one.

You concentrate intently on the foe and peer into his brain. When you do, you learn all of your opponent's variable abilities — feats, skill tricks, spells known or prepared, powers known, invocations known, maneuvers readied, and soulmelds shaped. For the rest of the encounter, whenever you use any effect on that opponent that would deprive him of one or more of these abilities (temporarily or otherwise), and he would normally be allowed to choose which ones to lose (for instance, a wizard choosing which spell slots are lost to a mind scrub attack), you make that choice instead.

Using this maneuver provokes attacks of opportunity and requires you to make a Concentration check if it is interrupted. A creature under the effects of mind blank is immune to this maneuver.


Maddening Blow
Occult Sovereignty (Strike)
Level: 7
Prerequisite: Three Occult Sovereignty maneuvers
Initiation Action: Standard, attack of opportunity, see text
Range: Melee attack
Target: One creature
Duration: Instantaneous

Go back to playing with your Tinkertoys, wiz-kid!

You can initiate this maneuver whenever you would make an attack against a spellcaster in the process of casting a spell, as long as that attack is not part of another maneuver or a full attack. You can initiate this maneuver as part of an attack of opportunity or as a standard action. Make a single melee attack. If it connects, the attack does 8d6 extra damage, and is considered to have dealt five times as much damage as it actually did for the purpose of determining the Concentration DC to avoid losing a spell, power, or other such ability.


Mage's Antipathy
Occult Sovereignty (Stance)
Level: 1
Prerequisite: One Occult Sovereignty maneuver.
Initiation Action: Swift
Range: Personal
Target: Self

"Ask yourself... do you really think your lips can get a spell off faster than I can stick my dagger in yer throat? Well, do ya punk?"

When you enter this stance, any creatures you threaten must make a concentration check with a DC of 15 + your initiator level + the spell level in order to cast defensively, instead of just 15 + spell level. You are considered to have twice your normal reach for determining how far you threaten for the purposes of spellcasting (so a medium creature with a sword threatens to 10 ft, and with a lance threatens to 20 ft).


Magic Drain
Occult Sovereignty (Strike)
Level: 4
Prerequisite: One Occult Sovereignty maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Who says mages trump fighters? ...Well, okay, they do, but martial adepts are an entirely different story, and you're going to prove it.

As part of this maneuver, make a single melee attack. If it hits, the attack does an extra 2d6 points of damage, and if the target is a spellcaster, you bestow 2d4 spellstrained levels on it.


Mind Peek
Occult Sovereignty (Boost) [Scrying]
Level: 6
Prerequisite: Two Occult Sovereignty maneuvers
Initiation Action: 1 swift action
Range: Medium
Target: One creature
Duration: Instantaneous
Within a few moments, you know what your opponent has in store for you.

You concentrate intently on the foe and peer into his brain. When you do, you learn all of your opponent's variable abilities — feats, skill tricks, spells known or prepared, powers known, invocations known, maneuvers readied, and soulmelds shaped. For the rest of the encounter, whenever you use any effect on that opponent that would deprive him of one or more of these abilities (temporarily or otherwise), and he would normally be allowed to choose which ones to lose (for instance, a wizard choosing which spell slots are lost to a mind scrub attack), you make that choice instead.

Unlike its lesser forms, this maneuver does not provoke attacks of opportunity. It can still be interrupted through other means, such as readied actions and continuous damage, and requires you to make a Concentration check if such a thing happens. A creature under the effects of mind blank is immune to this maneuver.


Mind Probe
Occult Sovereignty, Mental Grip, Diamond Mind (Boost) [X-Discipline, Scrying]
Level: 4
Prerequisite: One Occult Sovereignty, Mental Grip, or Diamond Mind maneuver
Initiation Action: 1 full-round action
Range: Medium
Target: One creature
Duration: Instantaneous

I know all your secrets. To me, you're just a fool with a stupid robe and pointy cap. I'll strip you of your best spells and utterly break you!

You concentrate intently on the foe and peer into his brain. When you do, you learn all of your opponent's variable abilities — feats, skill tricks, spells known or prepared, powers known, invocations known, maneuvers readied, and soulmelds shaped. For the rest of the encounter, whenever you use any effect on that opponent that would deprive him of one or more of these abilities (temporarily or otherwise), and he would normally be allowed to choose which ones to lose (for instance, a wizard choosing which spell slots are lost to a mind scrub attack), you make that choice instead.

Using this maneuver provokes attacks of opportunity and requires you to make a Concentration check if it is interrupted. A creature under the effects of mind blank is immune to this maneuver.


Mind Scan
Occult Sovereignty, Mental Grip (Boost) [X-Discipline, Scrying]
Level: 5
Prerequisite: One Occult Sovereignt or Mental Grip maneuver
Initiation Action: 1 move action
Range: Medium
Target: One creature
Duration: Instantaneous
Within a few moments, you know what your opponent has in store for you.

You concentrate intently on the foe and peer into his brain. When you do, you learn all of your opponent's variable abilities — feats, skill tricks, spells known or prepared, powers known, invocations known, maneuvers readied, and soulmelds shaped. For the rest of the encounter, whenever you use any effect on that opponent that would deprive him of one or more of these abilities (temporarily or otherwise), and he would normally be allowed to choose which ones to lose (for instance, a wizard choosing which spell slots are lost to a mind scrub attack), you make that choice instead.

Using this maneuver provokes attacks of opportunity and requires you to make a Concentration check if it is interrupted. A creature under the effects of mind blank is immune to this maneuver.


Mind Scrub
Occult Sovereignty (Strike)
Level: 7
Prerequisite: Two Occult Sovereignty maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Well, now! Not so high and mighty without your spells, are you?

As part of this maneuver, make a single melee attack. If you hit, the attack does an extra 2d8 damage and your target loses eight spell slots from the highest level(s) that he or she can currently cast. If your opponent prepares spells, he selects which spells are lost.


Mind Sweep
Occult Sovereignty (Strike)
Level: 5
Prerequisite: One Occult Sovereignty maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As your blade strikes true, your opponent's expression grows vacant for a moment. When he next tries to cast a spell, you see a flash of unease on his face as he realizes that some of his magical power is gone.

As part of this maneuver, make a single melee attack. If it connects, your target loses five spell slots as though he had cast those spells. Roll 1d10 for each spell slot lost to determine the level of the lost spell slot. A roll of 10 corresponds to a 0-level spell (if your foe has no epic spell slots) or an epic spell (if your target does have an epic spell slot). If your target has no (remaining) spell slots corresponding to the result of a roll, redo that roll until you can eliminate a spell slot. In addition to the five random spell slots, your target also loses one spell slot of the highest spell level he can cast. If your target prepares spells, he chooses which spell slots of each level are lost.


Mystical Blight
Occult Sovereignty, Organic Repast (Strike) [X-Discipline, Evil]
Level: 8
Prerequisite: A total of three maneuvers from the Organic Repast and Occult Sovereignty disciplines
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates

Enjoy your magic while you can, boy! You won't have it - or your life - much longer!

As a standard action, you charge your blade with necromantic energy, after which you make a single melee attack. If your attack hits, your target must succeed on a Fortitude save (DC = 18 + your Int modifier (if initiating this maneuver as an Occult Sovereignty maneuver) or your Con modifier (if initiating this maneuver as an Organic Repast maneuver)) or contract one of the following diseases (your choice): caster decay, caster's headache, corpseblood mold, wild plague, or soul burn. A disease inflicted through this maneuver is treated for all intents and purposes like a blight, meaning that it is extremely deadly and difficult to cure. (Soul burn is already a blight, and is not altered by being inflicted by this maneuver.) The Fortitude save DC of this maneuver is used as the DC of the initial save against the blight, and if the opponent fails, the blight's Stage 1 effects (including the first round of damage) begin immediately with no incubation period. If the opponent succeeds on the Fortitude save against this maneuver by 10 or more, it is not infected at all. Subsequent saves are made at the normal intervals, against the disease's normal DC plus 6 or the save DC of this maneuver, whichever is higher. However, due to this maneuver inflicting a blight, once infection has taken hold and reached Stage 1, it cannot be removed without the assistance of extremely powerful healing magic.

If you attempt to use this maneuver again to infect the same creature with the same blight, or you use it to attempt to infect a creature with a blight that it already has (including the disease variant from mystical plague or any other source), and the target fails its save, you cause a reduced instantaneous effect, depending on the blight:

  • Caster Decay: Your target loses 5 spell slot(s) of the highest level(s) he or she can cast as if he or she had cast those spells. If the target prepares spells and has multiple spell slots of those levels, he or she chooses which spells are lost. Unlike spell slots lost through the blight, these spell slots are not "drained" - they are simply lost, and can be refreshed the next day (or by any means capable of refreshing expended spell slots). However, if you deprive your target of his or her last spell slot in this way, your target immediately starts to generate an antimagic field and begins hungering for magic, as the penultimate stage of the blight, until he or she is able to somehow regain a usable spell slot. If your target was already out of usable spell slots when you used this maneuver, nothing happens.
  • Caster's Headache: Your target gains 5 spellstrained levels. Unlike spellstrained levels caused through the blight, these spellstrained levels are not permanent and can be cured through normal means, including rest. However, if the target's total spellstrained levels equal or exceed its caster level + 1, it immediately disintegrates into virulent green mist. (This mist will not harm you if you are not a spellcaster yourself. If you are... way to go, genius, you just potentially signed your own death sentence.)
  • Corpseblood Mold: Your target takes 1d4+2 points of Intelligence, Wisdom, and Charisma damage. (Unlike subsequent saves against corpseblood mold itself, Fortitude saves against infection through this maneuver while already sick do benefit from the victim's increased Constitution. A successful redundant corpseblood mold infection does not increase the victim's Constitution.) If any of the target's mental ability scores are reduced to 0, it becomes a corpseblood gel.
  • Wild Plague: Your target rolls five times on the wild surge table when he casts his next spell, and all five wild surge results take effect.
  • Soul Burn: Your target immediately takes 6d6 vile fire damage (in addition to damage from the attack itself; half or all of this vile fire damage is promptly doubled due to soul burn's effects) and 2d4−1 points of Intelligence, Wisdom, and Charisma damage (half or all of which is promptly converted to ability burn by soul burn's effects). If any of the target's mental ability scores are reduced to 0 as a consequence of this damage/burn, or its hit points are reduced to −10 (or whatever its death threshold happens to be), it immediately erupts into unquenchable flames that completely consume the target (but nothing else) by the end of your action, burning both its body and soul so thoroughly that resurrection methods requiring remains will not work, and resurrection methods that do not require remains have only a 50% chance to work; if such a method fails, the victim cannot be brought back to life by mortal magic. (Note that as a genuine blight, soul burn itself does not inflict ability damage, but instead imposes ability penalties. This is why a redundant soul burn infection can cause more ability damage than a redundant corpseblood mold infection.)

You can use this maneuver multiple times to infect a target with multiple blights. If you do, all of the blights operate simultaneously, and each blight has its full effect. (Be warned that corpseblood mold may make other blights easier to resist!)

If your attack misses or your target succeeds on its Fortitude save by 10 or more, the necromantic energy dissipates harmlessly, and no blight is transmitted. If your target made the save, your attack is resolved as normal.

This maneuver is a supernatural ability. If you use it to inflict soul burn, it gains the [Fire] descriptor.


Mystical Plague
Occult Sovereignty, Organic Repast (Strike) [X-Discipline, Evil]
Level: 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates

Enjoy your magic while you can, boy! You won't have it much longer!

As a standard action, you charge your blade with necromantic energy, after which you make a single melee attack. If your attack hits, your target must succeed on a Fortitude save (DC = 13 + your Int modifier (if initiating this maneuver as an Occult Sovereignty maneuver) or your Con modifier (if initiating this maneuver as an Organic Repast maneuver)) or contract one of the following diseases (your choice): caster decay, caster's headache, corpseblood mold, or wild plague. The Fortitude save DC of this maneuver is used as the DC of the initial save against the disease, and if the opponent fails, the disease's effects (including the first round of damage) begin immediately with no incubation period. Subsequent saves are made at the normal intervals, against the disease's normal DC or the save DC of this maneuver, whichever is lower.

If you attempt to use this maneuver or mystical blight again to infect the same creature with the same disease (or its blight variant), or you use it to attempt to infect a creature with a disease that it already has, you cause a reduced instantaneous effect, depending on the disease:

  • Caster Decay: Your target loses 1 spell slot of the highest level he or she can cast as if he had cast that spell. If the target prepares spells and has multiple spell slots of that level, he or she chooses which spell is lost. This spell slot is not "drained" - it is simply lost, and can be refreshed the next day (or by any means capable of refreshing expended spell slots). However, if you deprive your target of his or her last spell slot in this way, your target immediately starts to generate an antimagic field and begins hungering for magic until he or she is able to somehow regain a usable spell slot. If your target was already out of usable spell slots when you used this maneuver, nothing happens.
  • Caster's Headache: Your target gains 1 spellstrained level. Unlike spellstrained levels caused through the disease, this spellstrained level is not permanent and can be cured through normal means, including rest. However, if the target's total spellstrained levels equal or exceed its caster level + 1, it immediately disintegrates into virulent green mist. (This mist will not harm you if you are not a spellcaster yourself. If you are... way to go, genius, you just potentially signed your own death sentence.)
  • Corpseblood Mold: Your target takes 1 point of Intelligence, Wisdom, and Charisma damage. (Unlike subsequent saves against corpseblood mold itself, Fortitude saves against infection while already sick do benefit from the victim's increased Constitution. A successful redundant corpseblood mold infection does not increase the victim's Constitution.) If any of the target's mental ability scores are reduced to 0, it becomes a corpseblood gel.
  • Wild Plague: Your target rolls twice on the wild surge table when he casts his next spell, and both wild surge results take effect.

You can use this maneuver multiple times to infect a target with multiple diseases. If you do, all of the diseases operate simultaneously, and each disease has its full effect. (Be warned that corpseblood mold may make other diseases easier to resist!)

If your attack misses or your target succeeds on its Fortitude save, the necromantic energy dissipates harmlessly, and no disease is transmitted. If your target made the save, your attack is resolved as normal.

This maneuver is a supernatural ability. If used as an Organic Repast maneuver, it lacks the Evil descriptor.


Perfect Counter
Occult Sovereignty (Counter)
Level: 9
Prerequisite: Four Occult Sovereignty Maneuvers
Initiation Action: 1 immediate action
Range: See Text
Effect: See Text
Duration: Instantaneous
Saving Throw: None
Created by the demon knight Meliodas, this strike saw that whether he was faced with his own kind whom he betrayed, angels who judged him for his heritage, or humans who thought they knew the ways of the arcane, no shred of magic would touch him without his consent. You will see that tradition continued.

You may activate this maneuver whenever you are subject to a spell, spell-like ability, supernatural ability, etc, either as its target, one of its several targets, being inside its area of effect, or any othersuch condition that would cause a supernatural effect to impact you in any direct way. You immediately end its effects, and then you cast the spell yourself, using the original caster's level and modifiers in place of your own, be they better or worse. As its new caster, you choose its trajectory, targets, or any other meaningful conditions a caster would decide normally. You may choose to be exempt from conditions that would impact you, instead subjecting the original caster/initiator/etc to them. Any costs the original caster paid are already paid for your casting as well.

If the original caster is of a level one below yours or higher, you must roll an opposed modified level check against them (they add their class' primary mental modifier, you add your intelligence). You are still immune to the spell if you fail, but cannot end or re-cast it.


Removed from the Weave
Golem Heart, Occult Sovereignty (Stance)
Level: 8
Prerequisite: Three Golem Heart or Occult Sovereignty maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
As the magical beams and explosions rock around you, you calmly step from the magical maelstrom and choke the wizard to death.

While you are in this stance, you are have the magic immunity of golems. This effectively gives you infinite spell resistance, though any spells which do not have spell resistance pass normally. Any spells or magical effects on you are suppressed while you are in this stance, but you still retain benefit from permanent magical items.

While in this stance, using the Absolute Resistance maneuver, the benefit applies to all allies in 30 ft.

This maneuver is a supernatural ability.


Retributive Spellstrike
Occult Sovereignty (Counter/Strike)
Level: 4
Prerequisite: One Occult Sovereignty maneuver
Initiation Action: Immediate and Standard (see text)
Range: Personal
Target: One weapon
Duration: Permanent until discharged
Saving Throw: None
"That fireball really hurt. Here, let me show you."

Whenever you are affected by a magical spell, you can use this maneuver. You still take the full effects of the spell as normal, but imbue a copy of the spell on your weapon as if using a Spell Storing weapon. At any point afterward you can take a standard action to make a single melee attack and discharge the spell, using the original spellcaster's caster level and DC to determine the spell effects and treating you as the caster. If the spell affected an area or multiple targets, it now only affects that one target. You can only hold one spell via retributive spellstrike at one time; copying another spell replaces the last one.


Screaming Fly
Occult Sovereignty (Rush) [Sonic]
Level: 8
Prerequisite: Four Occult Sovereignty maneuvers
Initiation Action: 1 full-round action
Range: Personal
Area: 60-foot emanation centered on you that moves wherever you do
Duration: 1 round/4 initiator levels
Saving Throw: Will partial, see text

You shrink down and fly around the field like a monstrous housefly, making bizarre and inane humming noises that draw everyone's attention to you. Your enemies are quickly annoyed beyond belief and start swinging wildly at you, trying to make you stop. The spellcasters cringe and their faces screw up in concentration as they try to maintain their spells, but their efforts are in vain — you are simply too irritating to ignore. Just as planned.

When using this maneuver, you shrink down two size categories and may fly (with perfect maneuverability) up to three times your land speed (or two times your land speed if you are wearing heavy armor or carrying a heavy load). If you have the Run feat, this maneuver instead allows you to fly (with perfect maneuverability) up to four times your land speed (or 3 times your land speed if you are wearing heavy armor or carrying a heavy load). In any case, if you have a fly speed, you may substitute it for your land speed if the former is higher. You provoke attacks of opportunity for this movement, but you actually want this. You have a +8 dodge bonus to AC (which increases to +10 against attacks of opportunity) while using this maneuver, and whenever you provoke an attack of opportunity using this maneuver, the foe who you provoked must succeed on a Will save (DC = 18 + your Int modifier) to not make the attack of opportunity.

All (including allies) who attempt to cast a spell, manifest a power, or do anything else that requires concentration anywhere within 60 feet of you or a space that you pass through during this round are heavily disturbed by the inane sounds that you make while running about. Therefore, they must succeed on a Concentration check (DC = 18 + your initiator level + your Int modifier + the spell level of the spell being cast or power being manifested (if applicable) + ½ the total number of spaces you have moved during this maneuver + the total number of attacks of opportunity attempted on you during this maneuver) to complete their action. Failing on this Concentration check causes the action to fail and be wasted — the spell or power is lost.

You may continue using this maneuver for a number of rounds up to ¼ your initiator level. Each round that you continue the manuever, you use a full-round action to move as described in the first paragraph (up to three times your speed, increased by 1 if you have the Run feat and decreased by 1 if you're wearing heavy armor). You add ½ the number of spaces you move plus the number of attacks of opportunity that enemies make on you to the Concentration DC you force enemy spellcasters/psions to succeed on each round. A Concentration check is required from enemy spellcasters/psions in range once per round that they try to cast a spell, manifest a power, or do anything else requiring concentration.

If you are struck while performing this maneuever, you must make a Fortitude save (DC = 18 + damage taken) or immediately stop moving. If you are forced to stop moving in any fashion (including failure on the aforementioned Fortitude save or the Stand Still feat), the maneuver immediately ends. (You've been swatted.)

When the maneuver ends (either at its duration's end, because you choose to end it, or because you're forced to end it), you return to your original size category, and if you are in midair and cannot otherwise fly, you drop to the ground.

The flight granted by this maneuver is a supernatural ability. If this supernatural aspect of the maneuver is suppressed and you cannot fly otherwise through nonmagical means, this maneuver behaves exactly like Buzzing Fly, except that you're two size categories smaller (increasing your AC), your dodge bonus is increased by +8 (or +10 against attacks of opportunity), and all of the DCs are increased by 3 (because of the higher maneuver level).


Spell Baseball
Occult Sovereignty (Counter)
Level: 8
Prerequisite: Four Occult Sovereignty maneuvers
Initiation Action: 1 immediate action
Range: Melee attack, see text
Target: One spell
Duration: Instantaneous
Heeeeey batter batter batter, swiiiiiiing batter batter! Can't hit it can't hit it can't hit it can't hit it, swiiiing batter! Ooh! It's outta there!

You may initiate this maneuver whenever you would be affected by a spell or a spell would have to pass through your threatened area to reach its target or intended center of effect (to determine the latter, simply check if the spell's line of effect passes through your threatened area). Make a single attack roll opposed by a caster level check by the spell's caster. If you succeed, the spell is completely negated, as if counterspelled, and is instead turned back upon its caster, taking full effect on the caster (and only on the caster) as though you cast the spell yourself. If you scored a critical hit on your attack roll, the spell is maximized and empowered and allows no save, nor does spell resistance apply. If you fail on your attack roll, the spell works normally and you are not entitled to a save if the spell affects you.

If you use this maneuver more than once in the same encounter, and your opponent witnessed the first use of the maneuver, your opponent gets a +5 bonus on the caster level check.


Spell Leech
Occult Sovereignty (Boost) [Scrying]
Level: 9
Prerequisite: Five Occult Sovereignty maneuvers
Initiation Action: 1 full-round action
Range: Medium
Target: One creature
Duration: Concentration
Saving Throw: Will partial, see text

You invade your target's mind unnoticed and find magic there. Time for a purge.

As a full-round action, you invade the mind of any character within Medium range. When you do, you learn all of your opponent's variable abilities — feats, skill tricks, spells known or prepared, powers known, invocations known, maneuvers readied, and soulmelds shaped. For the rest of the encounter, whenever you use any effect on that opponent that would deprive him of one or more of these abilities (temporarily or otherwise), and he would normally be allowed to choose which ones to lose (for instance, a wizard choosing which spell slots are lost to a mind scrub attack), you make that choice instead.

If your target is a spellcaster, you may concentrate on the connection to maintain it and delete one spell slot per round. The target continues to act as normal, but gets no save to resist the effect. He is also unaware of you draining the spells from his mind, until he attempts to cast a spell. Once he does, he can realize what you're up to by succeeding on a Spellcraft check (DC = 19 + the spell level of the highest-level spell slot he has remaining + your Int modifier). If he fails, he remains unaware until the next time he attempts to cast a spell, which allows him to make another Spellcraft check. If he tries to cast a spell which he lost to this maneuver, his action is wasted and nothing happens, but he gains a +10 bonus to the Spellcraft check. Once he is aware that you are driving spells out of his mind, he is allowed to attempt a Will save (DC 19 + your Int modifier) each round to hold on to his magic; if he fails, you get to delete a spell slot on that round, but he gets to make a new save next round. However, you can still attempt to delete spells each round once your target is aware and able to resist. Your target does not gain any knowledge of your whereabouts when he discovers that you are draining spells from his mind. If you manage to delete all of your opponent's spell slots, this maneuver immediately ends. If your target did not discover you at all over the course of the maneuver, he remains completely oblivious to his lack of spellcasting capacity until he actually attempts to cast a spell, at which point he automatically realizes that he has no spells left.

This maneuver is a supernatural ability and provokes attacks of opportunity. If you are interrupted, you must succeed on a Concentration check to initiate the connection or continue wiping spell slots.

Even though this is a scrying effect, the only form of anti-divination of level 8 or below that works at all against spell leech is mind blank. If you use this maneuver against a creature under the effects of mind blank, you must succeed on an initiator level check against a DC of 18 + the caster level of the mind blank to break through. If you fail, the maneuver has no effect. If you beat the mind blank, you may wipe spells as normal, and mind blank offers no further protection. Anti-divination effects of 9th level or higher work normally against spell leech.


Spell Scrambler
Occult Sovereignty (Strike) [Compulsion]
Level: 6
Prerequisite: Two Occult Sovereignty maneuvers
Initiation Action: Standard
Range: Melee attack
Target: One creature
Duration: 1 round/level

You whack your foe upside the chin. When he tries to cast a spell to retaliate, his eyes bulge in surprise as his spell teleports you and all of your friends into his arms. Clearly, that wasn't what he had in mind.

As part of this maneuver, make a single melee attack. If this attack hits, your foe is cursed so that his spells become something completely insane (and usually unhelpful). He must succeed on a DC 20 Intelligence check (DC increased by 1 for every 5 initiator levels you have) in order to cast a spell properly. This maneuver replicates the effects of misspell; see that spell's page for details.


Spell Stealing Mirror
Occult Sovereignty (Stance)
Level: 2
Prerequisite: Two Occult Sovereignty maneuvers
Initiation Action: Swift
Range: Personal
Target: Self

Those who live by the sword will die by the sword, and those who live by the spell...

While you are in this stance and successfully make a saving throw against a spell that targets you (so not area effects) with a spell level equal to half your initiator level (maximum 6th at initiator level 12), you can choose to absorb it (negating any effects). You can purge yourself of the held spell as a free action to absorb a new one, but you are afflicted by any effects it would have had on you on a successful save at that time. This also occurs if you drop out of your stance.

When you have a spell absorbed, you can make a touch attack and deliver the spell to another creature. They are forced to make the save and take the effects at the original caster's DC and caster level. Alternatively, you can make this as part of an attack roll. This acts like a Spell Storing weapon. Either way, you drop out of your stance once the spell is used.


Synaptic Shock
Occult Sovereignty (Strike)
Level: 7
Prerequisite: Two Occult Sovereignty Maneuvers
Initiation Action: Standard Action
Range: Melee attack
Target: One creature
Duration: 1 round/initiator level
Saving Throw: Fortitude partial; see text

You fry your opponent's nervous system, causing them to fall to the ground, convulsing.

As part of this strike, make a normal attack. If it hits, the target's nervous system is overloaded; they are automatically considered entangled for the duration of this maneuver. During this time period, any time the target attempts to take a swift or immediate action, or attempts to move 20 feet or more, they must make a fortitude save (DC 17+your INT mod), or they fall prone immediately and are dazed for one round, wracked with convulsions. A creature affected by this ability has a 50% chance to miscast any spell, power, or spell-like ability it tries to activate, in which case, they must make a save against convulsions as above.

This is a negative energy effect. It only works on living creatures with a nervous system or an equivalent of some sort. This maneuver is a supernatural effect.

Special: If you know at least two Mystical Rain maneuvers, this maneuver gains the [X-Discipline] tag and can be used with ranged weapons.


This is Your Brain on Magic
Occult Sovereignty (Strike) [Electricity]
Level: 9
Prerequisite: Five Occult Sovereignty maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

With a single mighty strike, you implanted a powerful electric surge in your opponent's skull, and the portions of his brain responsible for magic were utterly slain. Now he's just an old fool waving his arms and speaking strange words, trying in vain to exert the power he once had... power that you have completely destroyed.

Perhaps the ultimate expression of the Occult Sovereignty school, this incredible technique can permanently deprive a creature of its magic by destroying part of its brain or similar organic equivalent, and even if it fails, some of the target's magic will be lost. As part of this maneuver, make a single melee or ranged attack. If it connects, your attack deals an extra 8d8 electric damage and your target loses all spellcasting abilities for 1 round per initiator level due to the electricity overloading the magical neurons in his or her brain. Scoring a critical hit with this maneuver causes the target to permanently lose all magical abilities. In this scenario, the magical ability is lost because the electrical surge you created in the target's brain was so intense that it caused the neurons responsible for magic to melt, implode, and die. As a result, this spell doesn't work on Constructs or with nonorganic methods of thought. Only a wish, miracle, complete restoration, or a healing effect of equivalent or greater power can undo the damage and restore spellcasting capabilities of a caster who has lost his or her power in this fashion, regardless of whether or not the loss is permanent (but if it isn't permanent, it'll return on its own after the duration has expired).

Even if your attack misses, some of the electrical charge from your weapon gets into the target's head anyways, and the target takes 2d8 electric damage and loses 8 spell slots or prepared spells for 1 round per initiator level; roll 1d10 to determine the level of each spell slot that is lost (a roll of 10 corresponds to a 0-level spell if the target is a nonepic spellcaster or has no remaining epic spell slots, or an epic spell if the target has an epic spell slot; you reroll if the target has no remaining spells of the level corresponding to your result). If the target prepares spells, he or she chooses which spells are lost. Electricity resistance or hindrance can reduce the extra damage inflicted by this maneuver, but not the spellcasting loss. Even if your target uses something like a readied teleport to get out of your way as you carry out your attack, the very act of initiating this maneuver generates so much anti-magical power that the target loses four spell slots or prepared slots as though he or she had cast those spells (but without getting any of their effects). You roll to determine the spell levels lost as described above, and a caster who prepares spells decides which spells are lost. Immunity to electricity or electricity absorption can provide total protection from this maneuver unless the initiator is able to defeat immunity to electricity or electricity absorption (for example, electricity anti-resistance capable of overriding immunity or absorption). If the initiator does have such anti-resistance... well, any spellcaster he targets is screwed eight ways to Sunday.


Unmake Arcane
Occult Sovereignty (Strike)
Level: 9
Prerequisite: Five Occult Sovereignty maneuvers, Any two of the following three: Spellcraft 20 ranks, Disable Device 20 ranks, Knowledge(arcana) 20 ranks
Initiation Action: 1 full-round action
Range: Melee
Target: One creature, object, or magical effect
Duration: Instantaneous
Saving Throw: See text
"So, you're telling me that if we want to destroy this ring, we gotta go ALL the way to the other end of the planet, wade aimlessly through hell on earth, and throw it into a volcano? Just for this solitary gold band? Yeah, fuck that noise, I've got a meeting with the brigadier general on Wednesday. Karst, hold my beer."

Make an attack that carries an effect similar to Mage's Disjunction. Unlike Mage's Disjunction, this only affects the target. If it is a creature, this affects all magic on them, items included, as well as the creature themselves. In addition, artifacts and antimagic fields are guaranteed to be affected, if targeted. Any items made mundane this way may immediately shatter, at your option. If an object makes its save successfully, it becomes immune to this maneuver for 24 hours. If, however, an artifact saves, it becomes immune for a full month. But to make the gamble even more extreme, should you try this on a major artifact, and should it make the save, its immunity lasts for a full year.

This effect is actually extraordinary, as it comes from a knowledge of magic and its structural weaknesses, rather than actually employing magic.


Witch Hunter's Strike
Occult Sovereignty (Strike)
Level: 1
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instanteous
Saving Throw: None

Your hatred of witchcraft allows you to strike especially telling blows on its practitioners.

Make a single melee attack. You gain a bonus on the attack roll equal to your INT bonus, and deal bonus damage equal to twice the target's highest caster level.

Special: If you know at least one Mystical Rain maneuver, this maneuver gains the [X-Discipline] tag and can be used with ranged weapons.