1# CVS $Revision: $ $Author: $ -- Sun Jun 21 22:07:18 2015 -- reformated by PCGen PrettyLST v6.05.01
2# Original Entry by: Douglas Limmer
3# Original Entry Date: 2015-06-02 or earlier
4
5###Block: Maneuvers and Stances
6
7#COMMENT: Disciplines are covered by the SCHOOL tag; Boost/Counter/Strike/Stance by the SUBSCHOOL tag.
8#COMMENT: May need to add TYPEs (like Golden Lion Boost) for some feats/abilities to work; not sure yet.
9
10###Block: Black Seraph
11# Spell Name				Type			School			Sub-School		Descriptor					Casting Time			Range								Target Area or Effect									Duration			Save Info				Required Spell School			Source Page
12Black Seraph's Glare			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Stance							CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:Stance													SOURCEPAGE:p.49
13Gutstrike					TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike							CASTTIME:1 standard action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:1 round		SAVEINFO:Fortitude negates							SOURCEPAGE:p.49
14Ravaging Blow				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil|Fear			CASTTIME:1 standard action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:One round	SAVEINFO:Will partial								SOURCEPAGE:p.49
15Savage Stance				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Stance							CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:Stance													SOURCEPAGE:p.49
16Strength of Hell				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Boost							CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:One round												SOURCEPAGE:p.49
17Voracious Drive				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike							CASTTIME:1 full round action	RANGE:Full round action					TARGETAREA:One creature									DURATION:Instant													SOURCEPAGE:p.49
18Fear Eating Technique			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Boost	DESCRIPTOR:Evil				CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:Instant													SOURCEPAGE:p.50
19Inner Demon Strike			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil				CASTTIME:1 standard action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:Instant													SOURCEPAGE:p.50
20Intimidating Force			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Counter							CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:Instant													SOURCEPAGE:p.50
21Seraph's Wrath				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike							CASTTIME:1 standard action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:Instant		SAVEINFO:Reflex partial								SOURCEPAGE:p.50
22Shadow Feather Strike			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil				CASTTIME:1 standard action	RANGE:30 ft.						TARGETAREA:One creature									DURATION:Instant													SOURCEPAGE:p.51
23Black Seraph Battle Stance		TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Stance	DESCRIPTOR:Evil				CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:Stance							PRESPELLSCHOOL:1,Black Seraph=1	SOURCEPAGE:p.51
24Savage Drive				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike							CASTTIME:1 full round action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:1,Black Seraph=1	SOURCEPAGE:p.51
25Taunting Laugh				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Boost							CASTTIME:1 swift action		RANGE:30 ft.						TARGETAREA:One creature									DURATION:One round						PRESPELLSCHOOL:1,Black Seraph=1	SOURCEPAGE:p.51
26Tendon Rip					TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike							CASTTIME:1 standard action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:1,Black Seraph=1	SOURCEPAGE:p.51
27Unfettered Progression			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Boost							CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:Instant							PRESPELLSCHOOL:1,Black Seraph=1	SOURCEPAGE:p.51
28Bilious Strike				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil				CASTTIME:1 standard action	RANGE:Melee							TARGETAREA:One creature									DURATION:Instant		SAVEINFO:Fortitude partial	PRESPELLSCHOOL:1,Black Seraph=1	SOURCEPAGE:p.52
29Circle of Razor Feathers		TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil				CASTTIME:1 standard action	RANGE:30 ft.						TARGETAREA:30-ft.-radius burst centered on you					DURATION:Instant		SAVEINFO:Reflex partial		PRESPELLSCHOOL:1,Black Seraph=1	SOURCEPAGE:p.52
30Vengeful Riposte				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Counter							CASTTIME:1 immediate action	RANGE:Personal						TARGETAREA:You										DURATION:Instant							PRESPELLSCHOOL:1,Black Seraph=1	SOURCEPAGE:p.52
31Walk in the Dark				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Stance							CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:Instant							PRESPELLSCHOOL:1,Black Seraph=1	SOURCEPAGE:p.52
32Abyssal Lance				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil				CASTTIME:1 standard action	RANGE:Close							TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.52
33Sensory Rip					TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike							CASTTIME:1 standard action	RANGE:Melee							TARGETAREA:One creature									DURATION:Instant		SAVEINFO:Reflex partial		PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.53
34Sharing the Dark Soul			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Mind-affecting|Evil	CASTTIME:1 standard action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:One round						PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.53
35Soul Consumption				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Boost	DESCRIPTOR:Evil				CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.53
36Abyssal Drive				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike							CASTTIME:1 full round action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.53
37Black Seraph's Wrath			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Boost	DESCRIPTOR:Evil				CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:One round						PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.53
38Razor Wings of the Black Seraph	TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Stance							CASTTIME:1 swift action		RANGE:Personal						TARGETAREA:You										DURATION:Stance							PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.54
39Shadow Raptor Swarm			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil|Mind-Affecting	CASTTIME:1 standard action	RANGE:30-ft. cone																		DURATION:Instant		SAVEINFO:Reflex half		PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.54
40Armageddon Lance				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil|Mind-Affecting	CASTTIME:1 standard action	RANGE:Close							TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:3,Black Seraph=1	SOURCEPAGE:p.54
41Charge of the Ravager			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike							CASTTIME:1 full round action	RANGE:Up to twice base movement			TARGETAREA:One creature and all adjacent targets along charge path	DURATION:Instant							PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.54
42Consumption Strike			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil				CASTTIME:1 standard action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.54
43Devastating Riposte			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Counter							CASTTIME:1 immediate action	RANGE:Personal						TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:2,Black Seraph=1	SOURCEPAGE:p.55
44Apocalyptic Strike			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil				CASTTIME:1 standard action	RANGE:40 ft.						TARGETAREA:40-ft.-radius burst centered on you					DURATION:Instant		SAVEINFO:Reflex half		PRESPELLSCHOOL:3,Black Seraph=1	SOURCEPAGE:p.55
45Soul Crusher				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil				CASTTIME:1 standard action	RANGE:Melee							TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:3,Black Seraph=1	SOURCEPAGE:p.55
46Vampiric Aura				TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Stance	DESCRIPTOR:Evil				CASTTIME:1 swift action		RANGE:20-ft.-radius centered on the initiator	TARGETAREA:You										DURATION:Stance							PRESPELLSCHOOL:3,Black Seraph=1	SOURCEPAGE:p.56
47Void Seraph Strike			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike	DESCRIPTOR:Evil				CASTTIME:1 standard action	RANGE:30 ft.						TARGETAREA:One creature									DURATION:1d4 rounds						PRESPELLSCHOOL:3,Black Seraph=1	SOURCEPAGE:p.56
48Black Seraph Onslaught			TYPE:Initiator	SCHOOL:Black Seraph	SUBSCHOOL:Strike							CASTTIME:1 full round action	RANGE:Melee attack					TARGETAREA:One creature									DURATION:Instant							PRESPELLSCHOOL:4,Black Seraph=1	SOURCEPAGE:p.56
49
50###Block: Broken Blade
51# Spell Name			Type			School			Sub-School		Casting Time			Range					Target Area or Effect								Duration			Save Info				Required Spell School			Source Page
52Brawler's Attitude		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:Instant													SOURCEPAGE:p.56
53Flurry Strike			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant													SOURCEPAGE:p.56
54Iron Hand Stance			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:Stance													SOURCEPAGE:p.57
55Pommel Bash				TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant													SOURCEPAGE:p.57
56Pugilist Stance			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:Stance													SOURCEPAGE:p.57
57Shards of Iron Strike		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant													SOURCEPAGE:p.57
58Bronze Knuckle			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:One turn													SOURCEPAGE:p.57
59Cartwheel Axe Kick		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant													SOURCEPAGE:p.57
60Counter Step			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You									DURATION:Instant													SOURCEPAGE:p.58
61Knuckle to the Blade		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant													SOURCEPAGE:p.58
62Leg Sweeping Hilt			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant													SOURCEPAGE:p.58
63Broken Blade Riposte		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:One creature								DURATION:Instant							PRESPELLSCHOOL:1,Broken Blade=1	SOURCEPAGE:p.58
64Flat Iron Riposte			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant		SAVEINFO:Reflex (partial)	PRESPELLSCHOOL:1,Broken Blade=1	SOURCEPAGE:p.58
65Iron Dust				TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Melee attack		TARGETAREA:One martial strike							DURATION:Instant							PRESPELLSCHOOL:1,Broken Blade=1	SOURCEPAGE:p.58
66Steel Flurry Strike		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant							PRESPELLSCHOOL:1,Broken Blade=1	SOURCEPAGE:p.59
67Broken Blade Stance		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:Stance							PRESPELLSCHOOL:1,Broken Blade=1	SOURCEPAGE:p.59
68Iron-Breaking Palm		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant							PRESPELLSCHOOL:1,Broken Blade=1	SOURCEPAGE:p.59
69Iron Axe Kick			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant		SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:1,Broken Blade=1	SOURCEPAGE:p.59
70Iron Knuckle			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:One turn							PRESPELLSCHOOL:1,Broken Blade=1	SOURCEPAGE:p.59
71Iron Monger's Throw		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant							PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.60
72Shards of Steel Strike		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant							PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.60
73Steel Grappler's Attitude	TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:Stance							PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.60
74Throw the Blade Down		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:One melee attack		TARGETAREA:You									DURATION:Instant		SAVEINFO:Reflex (partial)	PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.60
75Finishing Kick			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:One full melee attack	TARGETAREA:One creature								DURATION:Instant							PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.60
76Pit Fighter's Stance		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:Stance							PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.61
77Singing Steel Punch		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:1d4 rounds	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.61
78Steel Axe Kick			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant		SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.61
79Adamantine Knuckle		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:One turn							PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.61
80Shards of Adamantine Strike	TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant		SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.61
81Spinning Flurry Rush		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:All adjacent enemies						DURATION:Instant							PRESPELLSCHOOL:2,Broken Blade=1	SOURCEPAGE:p.62
82Meteoric Throw			TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack and 25ft	TARGETAREA:One creature to be thrown at another target creature	DURATION:Instant		SAVEINFO:Reflex (special)	PRESPELLSCHOOL:3,Broken Blade=1	SOURCEPAGE:p.62
83Spinning Adamantine Axe		TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:All adjacent enemies						DURATION:Instant							PRESPELLSCHOOL:3,Broken Blade=1	SOURCEPAGE:p.62
84Unbreakable Stride Stance	TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You									DURATION:Stance							PRESPELLSCHOOL:3,Broken Blade=1	SOURCEPAGE:p.63
85Storm of Iron Fists Strike	TYPE:Initiator	SCHOOL:Broken Blade	SUBSCHOOL:Strike	CASTTIME:1 full attack action	RANGE:Melee attack		TARGETAREA:One creature								DURATION:Instant		SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:4,Broken Blade=1	SOURCEPAGE:p.63
86
87###Block: Golden Lion
88# Spell Name			Type			School			Sub-School		Casting Time			Range					Target Area or Effect					Duration					Save Info				Required Spell School			Source Page
89Demoralizing Roar			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Any attack			TARGETAREA:One creature					DURATION:One round			SAVEINFO:Will save (negates)							SOURCEPAGE:p.63
90Encouraging Roar			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:30 ft				TARGETAREA:Allies						DURATION:One round														SOURCEPAGE:p.63
91Hunting Party			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:5ft				TARGETAREA:One creature and one adjacent ally	DURATION:1 round															SOURCEPAGE:p.63
92Pride Leader's Stance		TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Stance	CASTTIME:1 swift action																																SOURCEPAGE:p.63
93Pride Movement			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action							TARGETAREA:One adjacent ally				DURATION:Instant															SOURCEPAGE:p.64
94Tactical Strike			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack; 10 ft.	TARGETAREA:One creature					DURATION:Instant															SOURCEPAGE:p.64
95Call to Action			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature					DURATION:Instant															SOURCEPAGE:p.64
96Defending the Pride		TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:60 ft.			TARGETAREA:Allies						DURATION:One round														SOURCEPAGE:p.64
97Distracting Strike		TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Any attack			TARGETAREA:One creature					DURATION:Until target's next turn												SOURCEPAGE:p.64
98Pyrite Strike			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature					DURATION:Instant															SOURCEPAGE:p.64
99Warning Roar			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:60 ft.			TARGETAREA:One allied creature			DURATION:Instant															SOURCEPAGE:p.65
100Circling the Prey			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:60 ft.			TARGETAREA:Allies						DURATION:Instant									PRESPELLSCHOOL:1,Golden Lion=1	SOURCEPAGE:p.65
101Golden Commander Stance		TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You						DURATION:Stance									PRESPELLSCHOOL:1,Golden Lion=1	SOURCEPAGE:p.65
102Kill the Wounded			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Any attack			TARGETAREA:One creature					DURATION:Instant									PRESPELLSCHOOL:1,Golden Lion=1	SOURCEPAGE:p.65
103Pack Pounce				TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature					DURATION:Instant															SOURCEPAGE:p.65
104Charge of the Battle Cat	TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack		TARGETAREA:One creature					DURATION:Instant				SAVEINFO:Reflex (partial)	PRESPELLSCHOOL:1,Golden Lion=1	SOURCEPAGE:p.65
105Direct the Pride			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Adjacent ally		TARGETAREA:One creature					DURATION:Instant									PRESPELLSCHOOL:1,Golden Lion=1	SOURCEPAGE:p.66
106Golden Lion Charger		TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You						DURATION:Stance															SOURCEPAGE:p.66
107Golden Swipe			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature					DURATION:Instant									PRESPELLSCHOOL:1,Golden Lion=1	SOURCEPAGE:p.66
108Discipline of the Pride		TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:30 ft.			TARGETAREA:Any ally within range			DURATION:Three rounds								PRESPELLSCHOOL:2,Golden Lion=1	SOURCEPAGE:p.66
109Guard the Pride			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:Adjacent ally		TARGETAREA:One ally					DURATION:1 round															SOURCEPAGE:p.66
110Roar of Battle			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Any attack			TARGETAREA:One creature					DURATION:One round								PRESPELLSCHOOL:2,Golden Lion=1	SOURCEPAGE:p.66
111Strategic Blow			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature					DURATION:Instant									PRESPELLSCHOOL:2,Golden Lion=1	SOURCEPAGE:p.67
112Endurance of the Strong		TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:30 ft.			TARGETAREA:One ally					DURATION:Instant									PRESPELLSCHOOL:2,Golden Lion=1	SOURCEPAGE:p.67
113Golden General's Attitude	TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You						DURATION:Stance									PRESPELLSCHOOL:2,Golden Lion=1	SOURCEPAGE:p.67
114Harry the Prey			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Any attack; 30 ft.	TARGETAREA:Allies (except the initiator)		DURATION:Instant									PRESPELLSCHOOL:2,Golden Lion=1	SOURCEPAGE:p.67
115Lion's Feast			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:All adjacent allies	TARGETAREA:You						DURATION:1 round															SOURCEPAGE:p.68
116Golden General's Victory	TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:60 ft.			TARGETAREA:Allies						DURATION:Instant									PRESPELLSCHOOL:3,Golden Lion=1	SOURCEPAGE:p.68
117Orichalcum Swipe			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature					DURATION:Instant									PRESPELLSCHOOL:3,Golden Lion=1	SOURCEPAGE:p.68
118War Lion's Charge			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack		TARGETAREA:One creature					DURATION:Instant				SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:3,Golden Lion=1	SOURCEPAGE:p.68
119Alpha's Roar			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:30 ft.			TARGETAREA:Allies						DURATION:One round								PRESPELLSCHOOL:3,Golden Lion=1	SOURCEPAGE:p.68
120Lion Lord's Agony			TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature					DURATION:Instant									PRESPELLSCHOOL:3,Golden Lion=1	SOURCEPAGE:p.69
121Triumphant Lion's Leadership	TYPE:Initiator	SCHOOL:Golden Lion	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You						DURATION:Stance									PRESPELLSCHOOL:3,Golden Lion=1	SOURCEPAGE:p.69
122Lord of the Pridelands		TYPE:Initiator	SCHOOL:Golden Lion				CASTTIME:1 standard action	RANGE:60 ft.			TARGETAREA:Allies						DURATION:One round								PRESPELLSCHOOL:4,Golden Lion=1	SOURCEPAGE:p.69
123
124###Block: Iron Tortoise
125# Spell Name					Type			School			Sub-School		Descriptor				Casting Time			Range					Target Area or Effect											Duration			Save Info				Required Spell School			Source Page
126Angering Smash					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature											DURATION:One round												SOURCEPAGE:p.69
127Iron Shell						TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You																											SOURCEPAGE:p.69
128Snapping Strike					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature											DURATION:Instant													SOURCEPAGE:p.69
129Snapping Turtle Stance				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You												DURATION:Stance													SOURCEPAGE:p.70
130Stance of the Defending Shell			TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You												DURATION:Stance													SOURCEPAGE:p.70
131Throwing Shell					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Ranged attack		TARGETAREA:One creature											DURATION:Instant													SOURCEPAGE:p.70
132Defensive Shell					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:5 feet			TARGETAREA:One adjacent ally																									SOURCEPAGE:p.70
133Enduring Shell					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You																											SOURCEPAGE:p.70
134Enraging Strike					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature of Intelligence 1 or higher.										SAVEINFO:Will save (partial)							SOURCEPAGE:p.70
135Tactical Snap					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature																										SOURCEPAGE:p.71
136Taunting Turtle					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Boost						CASTTIME:1 swift action		RANGE:30 ft.			TARGETAREA:One creature of Intelligence 2 or higher.										SAVEINFO:Will negates								SOURCEPAGE:p.71
137Burnished Shell					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You																					PRESPELLSCHOOL:1,Iron Tortoise=1	SOURCEPAGE:p.71
138Greater Snapping Strike				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature																				PRESPELLSCHOOL:1,Iron Tortoise=1	SOURCEPAGE:p.72
139Iron Tortoise Stance				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You												DURATION:Stance							PRESPELLSCHOOL:1,Iron Tortoise=1	SOURCEPAGE:p.72
140Tortoise Defense					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Boost						CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You												DURATION:1 round							PRESPELLSCHOOL:1,Iron Tortoise=1	SOURCEPAGE:p.72
141Aggravated Wounds					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Boost						CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You												DURATION:1 round							PRESPELLSCHOOL:1,Iron Tortoise=1	SOURCEPAGE:p.72
142Ricochet Shell					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Ranged attack		TARGETAREA:One to four creatures within 10 ft. of each other													PRESPELLSCHOOL:1,Iron Tortoise=1	SOURCEPAGE:p.72
143Smashing Shell					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature															SAVEINFO:Fortitude partial	PRESPELLSCHOOL:1,Iron Tortoise=1	SOURCEPAGE:p.72
144Snapping Riposte					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:One creature																				PRESPELLSCHOOL:1,Iron Tortoise=1	SOURCEPAGE:p.73
145Quick Snap						TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:One creature																				PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.73
146Shell Shock						TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature															SAVEINFO:Reflex (partial)	PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.73
147Turtle Knight's Stance				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You												DURATION:Stance							PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.73
148Vicious Snapping Strike				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature																				PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.73
149Mithral Tortoise Stance				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You												DURATION:Stance							PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.74
150Snapping Turtle Rush				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:One melee charge attack	TARGETAREA:One creature															SAVEINFO:Reflex (partial)	PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.74
151Steel Shell						TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You																					PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.74
152Throwing Shell Cyclone				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 full round action	RANGE:20 ft.			TARGETAREA:20 ft. radius burst, centered on initiator										SAVEINFO:Reflex (half)		PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.74
153Cyclonic Shell Crush				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:One melee attack		TARGETAREA:All adjacent foes														SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.75
154Iron Defender's Riposte				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:One ally within 20-ft	TARGETAREA:One creature															SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.75
155Unlimited Aggression				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Boost	DESCRIPTOR:Mind-Affecting	CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:All enemies within 60 ft. with an Intelligence score of 3 or higher					SAVEINFO:Will negates		PRESPELLSCHOOL:2,Iron Tortoise=1	SOURCEPAGE:p.75
156Adamantine Shell					TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You																					PRESPELLSCHOOL:3,Iron Tortoise=1	SOURCEPAGE:p.75
157Glorious Shell Shock				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:Up to three adjacent creatures																	PRESPELLSCHOOL:3,Iron Tortoise=1	SOURCEPAGE:p.75
158Turtle General's Stance				TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You												DURATION:Stance							PRESPELLSCHOOL:3,Iron Tortoise=1	SOURCEPAGE:p.76
159Invulnerable Shell of the Iron Tortoise	TYPE:Initiator	SCHOOL:Iron Tortoise	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You, plus any adjacent allies								DURATION:Instant							PRESPELLSCHOOL:4,Iron Tortoise=1	SOURCEPAGE:p.76
160
161###Block: Primal Fury
162# Spell Name			Type			School			Sub-School		Casting Time			Range				Target Area or Effect	Duration		Save Info				Required Spell School			Source Page
163Crushing Blow			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant	SAVEINFO:Fortitude (partial)							SOURCEPAGE:p.76
164Panthera on the Hunt		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant												SOURCEPAGE:p.76
165Primal Wrath			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant												SOURCEPAGE:p.76
166Running Hunter's Stance		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:One creature	DURATION:Stance												SOURCEPAGE:p.76
167Shoulder Rush			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant												SOURCEPAGE:p.77
168Stance of Aggression		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:One creature	DURATION:Stance												SOURCEPAGE:p.77
169Bloody Riposte			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:Personal		TARGETAREA:You		DURATION:Instant												SOURCEPAGE:p.77
170Crippling Strike			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant												SOURCEPAGE:p.77
171Devastating Rush			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant												SOURCEPAGE:p.77
172Momentum Crash			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:One attack	DURATION:Instant												SOURCEPAGE:p.77
173Raging Hunter Pounce		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant												SOURCEPAGE:p.77
174Blade-Breaking Counter		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:Personal		TARGETAREA:You		DURATION:Instant						PRESPELLSCHOOL:1,Primal Fury=1	SOURCEPAGE:p.78
175Disparity Blow			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:1,Primal Fury=1	SOURCEPAGE:p.78
176Frenzy Strike			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:1,Primal Fury=1	SOURCEPAGE:p.78
177Primal Warrior Stance		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:One creature	DURATION:Stance						PRESPELLSCHOOL:1,Primal Fury=1	SOURCEPAGE:p.78
178Furious Primal Wrath		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:1,Primal Fury=1	SOURCEPAGE:p.79
179Impaling Strike			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:1,Primal Fury=1	SOURCEPAGE:p.79
180Momentum Crush			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Instant						PRESPELLSCHOOL:1,Primal Fury=1	SOURCEPAGE:p.79
181Shrug It Off			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:Personal		TARGETAREA:You		DURATION:Instant						PRESPELLSCHOOL:1,Primal Fury=1	SOURCEPAGE:p.79
182Cornered Frenzy Strike		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.79
183Dizzying Blow			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 full around action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.80
184Lightning Step			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Instant						PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.80
185Meteoric Collision		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.80
186Blade of Fury			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.80
187Charge of the Battle Panthera	TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant	SAVEINFO:Reflex (partial)	PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.80
188Shield-Breaking Strike		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.81
189Skirmisher's Stance		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Stance						PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.81
190Blood-Spray Strike		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.81
191Devastating Momentum		TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.81
192Primal Frenzy			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:2,Primal Fury=1	SOURCEPAGE:p.81
193Iron Hide Stance			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Stance						PRESPELLSCHOOL:3,Primal Fury=1	SOURCEPAGE:p.82
194Meteoric Crash			TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant	SAVEINFO:Reflex (partial)	PRESPELLSCHOOL:3,Primal Fury=1	SOURCEPAGE:p.82
195Unbreakable Panthera Guard	TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:Personal		TARGETAREA:You		DURATION:Instant						PRESPELLSCHOOL:3,Primal Fury=1	SOURCEPAGE:p.82
196Wrath of the Primal Hunter	TYPE:Initiator	SCHOOL:Primal Fury	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant						PRESPELLSCHOOL:4,Primal Fury=1	SOURCEPAGE:p.82
197
198###Block: Scarlet Throne
199# Spell Name					Type			School			Sub-School		Descriptor				Casting Time			Range				Target Area or Effect	Duration									Save Info				Required Spell School			Source Page
200Blade of Breaking					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant																			SOURCEPAGE:p.82
201Circular Stance					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Stance																			SOURCEPAGE:p.83
202Prince's Attitude					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Boost						CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:One round																		SOURCEPAGE:p.83
203Red Zephyr's Strike				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant																			SOURCEPAGE:p.83
204Scarlet Einhander					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Stance																			SOURCEPAGE:p.83
205Scything Strike					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant																			SOURCEPAGE:p.83
206Garnet Lance					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant																			SOURCEPAGE:p.83
207Regal Blade						TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Boost						CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Instant																			SOURCEPAGE:p.84
208Rising Zenith Strike				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant																			SOURCEPAGE:p.84
209Sanguine Barrier					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal		TARGETAREA:You		DURATION:Instant																			SOURCEPAGE:p.84
210Dazing Attack					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant, or one round					SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:1,Scarlet Throne=1	SOURCEPAGE:p.84
211Scarlet Eye's Perception			TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Boost						CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Instant													PRESPELLSCHOOL:1,Scarlet Throne=1	SOURCEPAGE:p.84
212Strike of Defeat					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant													PRESPELLSCHOOL:1,Scarlet Throne=1	SOURCEPAGE:p.84
213Unfettered Movement				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Stance													PRESPELLSCHOOL:1,Scarlet Throne=1	SOURCEPAGE:p.85
214Noble Blade						TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Boost						CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:One round												PRESPELLSCHOOL:1,Scarlet Throne=1	SOURCEPAGE:p.85
215Red Zephyr's Dance				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 full round action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant													PRESPELLSCHOOL:1,Scarlet Throne=1	SOURCEPAGE:p.85
216Sanguine Perseverance				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal		TARGETAREA:You		DURATION:Instant													PRESPELLSCHOOL:1,Scarlet Throne=1	SOURCEPAGE:p.85
217Weeping Scarlet Razor				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Special													PRESPELLSCHOOL:1,Scarlet Throne=1	SOURCEPAGE:p.86
218Riddle of Iron					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant								SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.86
219Ruby Zenith Strike				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant													PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.86
220Sanguine Perfection				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal		TARGETAREA:You		DURATION:A number of rounds equal to initiator modifier						PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.86
221Scarlet Riposte					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Counter						CASTTIME:1 immediate action	RANGE:Personal		TARGETAREA:One attack	DURATION:Instant													PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.87
222Blade of Perfection				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant													PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.87
223Final Blow						TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant													PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.87
224Red Zephyr's Fleetness				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Boost						CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:One round												PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.87
225Scarlet Duelist Attitude			TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Stance						CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Stance													PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.87
226Royal Blade						TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Boost						CASTTIME:1 immediate action	RANGE:Personal		TARGETAREA:You		DURATION:One round							SAVEINFO:Will save (negates)	PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.88
227Ruby Battle Lord's Strike			TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 full attack action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant													PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.88
228Sanguine Proclamation				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike	DESCRIPTOR:Mind Affecting	CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant								SAVEINFO:Will (negates)		PRESPELLSCHOOL:2,Scarlet Throne=1	SOURCEPAGE:p.88
229Descending Sunset Strike			TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant													PRESPELLSCHOOL:3,Scarlet Throne=1	SOURCEPAGE:p.88
230Riddle of Steel					TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant								SAVEINFO:Will (partial)		PRESPELLSCHOOL:3,Scarlet Throne=1	SOURCEPAGE:p.88
231Scarlet Majesty Stance				TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Stance	DESCRIPTOR:Mind-Affecting	CASTTIME:1 swift action		RANGE:Personal		TARGETAREA:You		DURATION:Stance													PRESPELLSCHOOL:3,Scarlet Throne=1	SOURCEPAGE:p.88
232Heavenly Blade of the Scarlet Throne	TYPE:Initiator	SCHOOL:Scarlet Throne	SUBSCHOOL:Strike						CASTTIME:1 standard action	RANGE:Melee attack	TARGETAREA:One creature	DURATION:Instant								SAVEINFO:Will (partial)		PRESPELLSCHOOL:4,Scarlet Throne=1	SOURCEPAGE:p.89
233
234###Block: Silver Crane
235# Spell Name				Type			School			Sub-School		Descriptor				Casting Time			Range					Target Area or Effect		Duration					Save Info				Required Spell School			Source Page
236Crane Step					TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Boost	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You			DURATION:Instant															SOURCEPAGE:p.89
237Enduring Crane Strike			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:Target creature(s)	DURATION:Instant															SOURCEPAGE:p.89
238Eyes of the Crane				TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Stance	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You			DURATION:Stance															SOURCEPAGE:p.90
239Flashing Wings				TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature		DURATION:1 round															SOURCEPAGE:p.90
240Silver Crane Waltz			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Stance	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You			DURATION:Stance															SOURCEPAGE:p.90
241Silver Strike				TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:One creature		DURATION:Instant															SOURCEPAGE:p.90
242Blazing Crane's Wing			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Boost	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You			DURATION:Until next turn													SOURCEPAGE:p.90
243Blessed Pinions				TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:One creature																			SOURCEPAGE:p.90
244Defensive Step				TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Counter	DESCRIPTOR:Good			CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You																				SOURCEPAGE:p.91
245Emerald Displacement Strike		TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:One creature		DURATION:Initiation modifier rounds	SAVEINFO:Fortitude negates							SOURCEPAGE:p.91
246Exorcism Strike				TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:One creature								SAVEINFO:Fortitude partial	PRESPELLSCHOOL:1,Silver Crane=1	SOURCEPAGE:p.91
247Silver Crane's Blessing			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Boost	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal or 30 ft.	TARGETAREA:You or ally		DURATION:Instant									PRESPELLSCHOOL:1,Silver Crane=1	SOURCEPAGE:p.91
248Silver Knight's Blade			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature													PRESPELLSCHOOL:1,Silver Crane=1	SOURCEPAGE:p.91
249Stance of the Silver Crane		TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Stance	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You			DURATION:Stance									PRESPELLSCHOOL:1,Silver Crane=1	SOURCEPAGE:p.91
250Sacred Pinions				TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:One creature								SAVEINFO:Fortitude partial	PRESPELLSCHOOL:1,Silver Crane=1	SOURCEPAGE:p.92
251Sapphire Displacement Strike		TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:One creature								SAVEINFO:Fortitude negates	PRESPELLSCHOOL:1,Silver Crane=1	SOURCEPAGE:p.92
252Silver Crane's Leap			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Boost	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You														PRESPELLSCHOOL:1,Silver Crane=1	SOURCEPAGE:p.92
253Silver Crane Resurgence			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Counter	DESCRIPTOR:Good			CASTTIME:1 immediate action	RANGE:Personal or 30 ft.	TARGETAREA:You or ally		DURATION:Instant									PRESPELLSCHOOL:1,Silver Crane=1	SOURCEPAGE:p.92
254Argent Knight's Banner			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:Special		DURATION:Instant									PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.92
255Emerald-Tipped Feathers			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Counter	DESCRIPTOR:Good			CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You			DURATION:One attack								PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.92
256Silver Crane's Spiral			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:Special		DURATION:Instant									PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.93
257Stance of the Crane Knight		TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Stance	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You			DURATION:Stance									PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.93
258Argent King's Scepter			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee attack		TARGETAREA:One creature		DURATION:Instant									PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.93
259Holy Pinions				TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:One creature		DURATION:Instant				SAVEINFO:Will partial		PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.93
260Silver Crane Endurance			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Stance	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You			DURATION:Stance									PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.94
261Silver Crane's Mercy			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Boost	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal or 30 ft.	TARGETAREA:You or ally		DURATION:Instant									PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.94
262Diamond Displacement Strike		TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:One creature								SAVEINFO:Will partial		PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.94
263Diamond-Tipped Feathers			TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Counter	DESCRIPTOR:Good			CASTTIME:1 immediate action	RANGE:Personal			TARGETAREA:You			DURATION:Instant									PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.94
264Holy Rush					TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Boost	DESCRIPTOR:Good|Teleportation	CASTTIME:1 swift action		RANGE:50 ft.			TARGETAREA:You														PRESPELLSCHOOL:2,Silver Crane=1	SOURCEPAGE:p.94
265Benediction of the Silver Crane	TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Boost	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:30 ft.			TARGETAREA:You and allies	DURATION:Instant									PRESPELLSCHOOL:3,Silver Crane=1	SOURCEPAGE:p.95
266Celestial Pinions				TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good			CASTTIME:1 standard action	RANGE:Melee or ranged attack	TARGETAREA:One creature		DURATION:Instant									PRESPELLSCHOOL:3,Silver Crane=1	SOURCEPAGE:p.95
267Diamond Wings of the Imperial Crane	TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Stance	DESCRIPTOR:Good			CASTTIME:1 swift action		RANGE:Personal			TARGETAREA:You			DURATION:Stance									PRESPELLSCHOOL:3,Silver Crane=1	SOURCEPAGE:p.95
268Strike of Silver Exorcism		TYPE:Initiator	SCHOOL:Silver Crane	SUBSCHOOL:Strike	DESCRIPTOR:Good								RANGE:Melee or ranged attack	TARGETAREA:One creature		DURATION:Instant, 1d4 rounds		SAVEINFO:Will partial		PRESPELLSCHOOL:4,Silver Crane=1	SOURCEPAGE:p.95
269
270###Block: Solar Wind
271# Spell Name		Type			School		Sub-School		Casting Time			Range									Target Area or Effect									Duration						Save Info						Required Spell School		Source Page
272Curving Ray Shot		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:One creature									DURATION:Instant																	SOURCEPAGE:p.95
273Horizon Wind Lancet	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:Instant																	SOURCEPAGE:p.96
274Phantom Sun Stance	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:Stance																	SOURCEPAGE:p.96
275Solar Sting			TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:10 ft. by 10 ft. square							DURATION:1 round / 2 initiator levels													SOURCEPAGE:p.96
276Stance of Piercing Rays	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:Stance																	SOURCEPAGE:p.96
277Steady Hand			TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:1 round																	SOURCEPAGE:p.96
278Feel the Wind		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:One round																SOURCEPAGE:p.97
279Intercepting Shade	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Counter	CASTTIME:1 immediate action	RANGE:Personal, or weapon's first range increment	TARGETAREA:You or ally									DURATION:Instant																	SOURCEPAGE:p.97
280Solar Flare			TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:One creature									DURATION:Instant																	SOURCEPAGE:p.97
281Solar Lance			TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:One creature									DURATION:Instant																	SOURCEPAGE:p.97
282Blinding Ray Shot		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:One creature									DURATION:Instant, 1d4 rounds										PRESPELLSCHOOL:1,Solar Wind=1	SOURCEPAGE:p.98
283Phantom Wind Ray		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:Instant												PRESPELLSCHOOL:1,Solar Wind=1	SOURCEPAGE:p.98
284Solar Reflection		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Ranged attack						TARGETAREA:One or two targets, see description					DURATION:Instant												PRESPELLSCHOOL:1,Solar Wind=1	SOURCEPAGE:p.98
285Sunwalker Stance		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:Stance												PRESPELLSCHOOL:1,Solar Wind=1	SOURCEPAGE:p.98
286Dazzling Solar Flare	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:One creature									DURATION:1d4 rounds				SAVEINFO:Fortitude, partial			PRESPELLSCHOOL:1,Solar Wind=1	SOURCEPAGE:p.98
287Disarming Gust		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:One creature									DURATION:Instant												PRESPELLSCHOOL:1,Solar Wind=1	SOURCEPAGE:p.98
288Searing Break		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:One round											PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.99
289Solar Storm			TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:One creature or 5ft space						DURATION:1d6 rounds				SAVEINFO:Reflex (negates)			PRESPELLSCHOOL:1,Solar Wind=1	SOURCEPAGE:p.99
290Blinding the Bull		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:One creature									DURATION:Instant												PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.99
291Double Solar Reflection	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Ranged attack						TARGETAREA:Up to three creatures, see description				DURATION:Instant												PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.99
292Focused Solar Lance	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack																		DURATION:Instant												PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.99
293Solar Wind Lancet		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:One creature									DURATION:One turn					SAVEINFO:Fortitude (partial)			PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.100
294Burning Break		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:One round											PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.100
295Solar Meteor Blow		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:One creature or space, then a 15ft radius for the air blast	DURATION:Instant					SAVEINFO:Fortitude (partial, negates)	PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.100
296True Shot Stance		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:Stance												PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.100
297Twisting Wind Shot	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Ranged attack						TARGETAREA:One creature									DURATION:Instant												PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.100
298Phantom Sunstorm		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:One ranged attack	RANGE:Personal			TARGETAREA:One creature	TARGETAREA:You						DURATION:Instant	DURATION:Stance									PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.101
299Stunning Solar Flare	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:30 ft								TARGETAREA:One creature									DURATION:Instant					SAVEINFO:Fortitude (partial)			PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.101
300Triple Solar Reflection	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 full round action	RANGE:Ranged attack						TARGETAREA:Up to four creatures, see description				DURATION:Instant												PRESPELLSCHOOL:2,Solar Wind=1	SOURCEPAGE:p.101
301Aurora Break		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Boost	CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You										DURATION:One round											PRESPELLSCHOOL:3,Solar Wind=1	SOURCEPAGE:p.101
302Solar Hailstorm Stance	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Stance	CASTTIME:1 swift action		RANGE:personal							TARGETAREA:You										DURATION:Stance												PRESPELLSCHOOL:3,Solar Wind=1	SOURCEPAGE:p.101
303Solar Wind Tsunami	TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:60 ft.																																	PRESPELLSCHOOL:3,Solar Wind=1	SOURCEPAGE:p.102
304Solar Wind Nova		TYPE:Initiator	SCHOOL:Solar Wind	SUBSCHOOL:Strike	CASTTIME:1 standard action	RANGE:Close																																		PRESPELLSCHOOL:4,Solar Wind=1	SOURCEPAGE:p.102
305
306###Block: Steel Serpent
307# Spell Name		Type			School			Sub-School				Descriptor				Casting Time			Range										Target Area or Effect	Duration				Save Info				Required Spell School			Source Page
308Body of the Night		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Stance								CASTTIME:1 swift action		RANGE:Personal								TARGETAREA:You		DURATION:Stance														SOURCEPAGE:p.102
309Dizzying Venom Prana	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:Next melee attack or ranged attack				TARGETAREA:One creature	DURATION:Instant			SAVEINFO:Fortitude (negates)							SOURCEPAGE:p.102
310Hunting Serpent Blow	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack							TARGETAREA:One creature	DURATION:Instant														SOURCEPAGE:p.103
311Poisoner's Stance		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Stance								CASTTIME:1 swift action		RANGE:Personal								TARGETAREA:You		DURATION:Stance														SOURCEPAGE:p.103
312Sting of the Rattler	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant														SOURCEPAGE:p.103
313Fading Dodge		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Counter								CASTTIME:1 immediate action	RANGE:One attack								TARGETAREA:You		DURATION:Instant														SOURCEPAGE:p.103
314Iron Fang			TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant														SOURCEPAGE:p.104
315Sting of the Asp		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant			SAVEINFO:Fortitude (partial)							SOURCEPAGE:p.104
316Weakening Venom Prana	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant			SAVEINFO:Fortitude (half)							SOURCEPAGE:p.104
317Night's Knife		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:Personal								TARGETAREA:You		DURATION:One turn								PRESPELLSCHOOL:1,Steel Serpent=1	SOURCEPAGE:p.104
318Sickening Venom Strike	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant, 1d4 rounds	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:1,Steel Serpent=1	SOURCEPAGE:p.104
319Sight Piercing Fang	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack							TARGETAREA:One creature	DURATION:1 minute			SAVEINFO:Reflex (partial)	PRESPELLSCHOOL:1,Steel Serpent=1	SOURCEPAGE:p.104
320Steel Coils			TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Stance								CASTTIME:1 swift action		RANGE:Personal								TARGETAREA:You		DURATION:Stance								PRESPELLSCHOOL:1,Steel Serpent=1	SOURCEPAGE:p.105
321Poison Blood		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Counter								CASTTIME:1 immediate action	RANGE:One attack that inflicts slashing or piercing damage	TARGETAREA:One creature	DURATION:Instant			SAVEINFO:Reflex (half)		PRESPELLSCHOOL:1,Steel Serpent=1	SOURCEPAGE:p.105
322Rattler's Feint		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:Personal								TARGETAREA:One creature	DURATION:Instant								PRESPELLSCHOOL:1,Steel Serpent=1	SOURCEPAGE:p.105
323Sting of the Adder	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant, two rounds	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:1,Steel Serpent=1	SOURCEPAGE:p.105
324Tearing Fang		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:Personal								TARGETAREA:One creature	DURATION:Instant, 1d4 rounds						PRESPELLSCHOOL:1,Steel Serpent=1	SOURCEPAGE:p.105
325Burning Venom Prana	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:One melee attack							TARGETAREA:One creature	DURATION:Instant			SAVEINFO:Fortitude (half)	PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.106
326Hooded Killer's Stance	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Stance								CASTTIME:1 swift action		RANGE:Personal								TARGETAREA:You		DURATION:Stance								PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.106
327Pressure Point Break	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:One melee attack							TARGETAREA:One creature	DURATION:One round							PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.106
328Steel Fang			TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:One melee attack or ranged attack				TARGETAREA:One creature	DURATION:Instant			SAVEINFO:Will (partial)		PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.106
329Blend with the Night	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:One melee attack							TARGETAREA:One creature	DURATION:One round							PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.106
330Spitting Cobra Stance	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Stance								CASTTIME:1 swift action		RANGE:Personal								TARGETAREA:You		DURATION:Stance								PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.107
331Sting of the Viper	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant, 3 rounds	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.107
332Virulence			TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:Melee attack or ranged attack					TARGETAREA:One poison	DURATION:Until used							PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.107
333Bite the Mongoose		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Counter								CASTTIME:1 immediate action	RANGE:Melee attack							TARGETAREA:One attacker	DURATION:One attack		SAVEINFO:Fortitude (half)	PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.107
334Desert Serpent Mirage	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Counter								CASTTIME:1 immediate action	RANGE:Melee attack							TARGETAREA:One attacker	DURATION:1d4 rounds							PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.108
335Numbing Venom Prana	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Boost								CASTTIME:1 swift action		RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant			SAVEINFO:Fortitude (half)	PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.108
336Silencing Strike		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack							TARGETAREA:One creature	DURATION:Instant, 3 rounds	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:2,Steel Serpent=1	SOURCEPAGE:p.108
337Adamantine Fang		TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack							TARGETAREA:One creature	DURATION:Instant, 3 rounds	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:3,Steel Serpent=1	SOURCEPAGE:p.108
338Hooded Cobra Attitude	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Stance|Compulsion	DESCRIPTOR:Mind-Affecting	CASTTIME:1 swift action		RANGE:Personal								TARGETAREA:You		DURATION:Stance								PRESPELLSCHOOL:3,Steel Serpent=1	SOURCEPAGE:p.108
339Sting of the Cobra	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike								CASTTIME:1 standard action	RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant, 3 rounds	SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:3,Steel Serpent=1	SOURCEPAGE:p.109
340Five-Fold Hydra Sting	TYPE:Initiator	SCHOOL:Steel Serpent	SUBSCHOOL:Strike			DESCRIPTOR:Death			CASTTIME:1 standard action	RANGE:Melee attack or ranged attack					TARGETAREA:One creature	DURATION:Instant			SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:4,Steel Serpent=1	SOURCEPAGE:p.109
341
342###Block: Thrashing Dragon
343# Spell Name		Type			School			Sub-School		Casting Time				Range					Target Area or Effect			Duration					Save Info				Required Spell School			Source Page
344Inner Sphere Stance	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Stance	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:Stance															SOURCEPAGE:p.109
345Leaping Dragon		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Boost	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:Instant															SOURCEPAGE:p.109
346Offensive Roll		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 full round action		RANGE:Melee attack		TARGETAREA:One creature			DURATION:Instant															SOURCEPAGE:p.110
347Outer Sphere Stance	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Stance	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:Stance															SOURCEPAGE:p.110
348Swift Claws			TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:Melee attack		TARGETAREA:One creature			DURATION:Instant															SOURCEPAGE:p.110
349Wyrmling's Fang		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:Thrown			TARGETAREA:One creature			DURATION:Instant															SOURCEPAGE:p.110
350Flash Kick			TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 full attack action		RANGE:Melee attack		TARGETAREA:One creature			DURATION:Instant															SOURCEPAGE:p.110
351Flick of the Wrist	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 full attack action		RANGE:Melee attack		TARGETAREA:One creature			DURATION:Instant															SOURCEPAGE:p.111
352Reflexive Twist		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Counter	CASTTIME:1 immediate action		RANGE:One melee attack		TARGETAREA:Personal			DURATION:Instant															SOURCEPAGE:p.111
353Sun Dips Low		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Counter	CASTTIME:1 immediate action		RANGE:One melee attack		TARGETAREA:Personal			DURATION:Instant															SOURCEPAGE:p.111
354Sweeping Tail		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:Melee attack		TARGETAREA:One creature			DURATION:Instant															SOURCEPAGE:p.111
355Ancient's Fang		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:One ranged attack		TARGETAREA:One creature			DURATION:Instant									PRESPELLSCHOOL:1,Thrashing Dragon=1	SOURCEPAGE:p.111
356Battle Dragon's Stance	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Stance	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:Stance									PRESPELLSCHOOL:1,Thrashing Dragon=1	SOURCEPAGE:p.112
357Fangs Strike Low		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:One melee attack		TARGETAREA:Personal			DURATION:3 rounds									PRESPELLSCHOOL:1,Thrashing Dragon=1	SOURCEPAGE:p.112
358Vicious Swipe		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:One melee attack		TARGETAREA:One creature			DURATION:Instant, up to 4 rounds	SAVEINFO:Fortitude partial	PRESPELLSCHOOL:1,Thrashing Dragon=1	SOURCEPAGE:p.112
359Devastation Roll		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 attack action		RANGE:One melee attack		TARGETAREA:One creature			DURATION:One round								PRESPELLSCHOOL:1,Thrashing Dragon=1	SOURCEPAGE:p.112
360Dragon Assault		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 full round attack action	RANGE:One melee attack		TARGETAREA:One creature			DURATION:Instant									PRESPELLSCHOOL:1,Thrashing Dragon=1	SOURCEPAGE:p.112
361Dragon Rush			TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Boost	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:One round								PRESPELLSCHOOL:1,Thrashing Dragon=1	SOURCEPAGE:p.113
362Sharpened Talons		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Boost	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:Instant									PRESPELLSCHOOL:1,Thrashing Dragon=1	SOURCEPAGE:p.113
363Thrashing Dragon Twist	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:One melee attack		TARGETAREA:Any adjacent target	DURATION:Instant									PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.113
364Bend with the Wind	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Stance	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:Stance									PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.113
365Hurricane of Fangs	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Boost	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:One round								PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.113
366Reversing Thrust		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Counter	CASTTIME:1 immediate action		RANGE:Personal			TARGETAREA:You				DURATION:Instant									PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.114
367Tail Slap			TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:One melee attack		TARGETAREA:One creature			DURATION:Instant				SAVEINFO:Fortitude partial	PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.114
368Great Wyrm's Fang		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:One ranged attack		TARGETAREA:One creature			DURATION:Instant									PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.114
369Rending Claws		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Boost	CASTTIME:1 swift action			RANGE:Melee				TARGETAREA:One creature			DURATION:Instant									PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.114
370Unbreakable Talons	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Boost	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:One turn									PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.114
371Alacrity on Wing		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Counter	CASTTIME:1 immediate action		RANGE:Personal			TARGETAREA:You				DURATION:Instant									PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.115
372Brutal Dragon's Stance	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Stance	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:Stance									PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.115
373Thrashing Dragon Frenzy	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:One melee attack		TARGETAREA:Any adjacent target	DURATION:Instant									PRESPELLSCHOOL:2,Thrashing Dragon=1	SOURCEPAGE:p.115
374Doom Talon			TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Boost	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:Instant									PRESPELLSCHOOL:3,Thrashing Dragon=1	SOURCEPAGE:p.115
375Dragon Warrior's Talons	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Stance	CASTTIME:1 swift action			RANGE:Personal			TARGETAREA:You				DURATION:Stance									PRESPELLSCHOOL:3,Thrashing Dragon=1	SOURCEPAGE:p.115
376Thrashing Blades		TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:Melee attack		TARGETAREA:One creature			DURATION:Instant									PRESPELLSCHOOL:3,Thrashing Dragon=1	SOURCEPAGE:p.116
377Deadly Dragon Strike	TYPE:Initiator	SCHOOL:Thrashing Dragon	SUBSCHOOL:Strike	CASTTIME:1 standard action		RANGE:Melee or ranged attack	TARGETAREA:One or two creatures	DURATION:Instant				SAVEINFO:Fortitude (partial)	PRESPELLSCHOOL:4,Thrashing Dragon=1	SOURCEPAGE:p.116
378
379###Block: Veiled Moon
380# Spell Name			Type			School			Sub-School						Descriptor				Casting Time			Range									Target Area or Effect										Duration				Save Info				Required Spell School			Source Page
381Dimensional Strike		TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike										CASTTIME:1 standard action	RANGE:Melee attack						TARGETAREA:One creature										DURATION:Instant														SOURCEPAGE:p.116
382Disturbing Blow			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike					DESCRIPTOR:Mind-Affecting	CASTTIME:1 standard action	RANGE:Melee attack						TARGETAREA:One creature										DURATION:Special														SOURCEPAGE:p.116
383Ghost Hunting Blow		TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Boost										CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You											DURATION:One round													SOURCEPAGE:p.117
384Inner Sense				TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Counter										CASTTIME:1 immediate action	RANGE:Personal							TARGETAREA:You											DURATION:Instant														SOURCEPAGE:p.117
385Leaping Spirit Dance		TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Stance										CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You											DURATION:Stance														SOURCEPAGE:p.117
386Spirit Sensing Stance		TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Stance										CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You											DURATION:Stance														SOURCEPAGE:p.117
387Cursed Fate				TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike					DESCRIPTOR:Mind-Affecting	CASTTIME:1 standard action	RANGE:Melee attack						TARGETAREA:One creature										DURATION:Instant			SAVEINFO:Will (negates)								SOURCEPAGE:p.117
388Fading Strike			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike|Teleportation							CASTTIME:1 standard action	RANGE:Personal							TARGETAREA:Up to the disciple's movement speed						DURATION:Instant														SOURCEPAGE:p.118
389Half-Gone				TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Counter|Teleportation							CASTTIME:1 immediate action	RANGE:Personal							TARGETAREA:You											DURATION:Instant														SOURCEPAGE:p.118
390Resonance Strike			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike					DESCRIPTOR:Force			CASTTIME:1 standard action	RANGE:Melee attack						TARGETAREA:One creature										DURATION:Instant														SOURCEPAGE:p.118
391Altered Penumbra			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Counter|Figment|Teleportation						CASTTIME:1 immediate action	RANGE:Personal							TARGETAREA:You											DURATION:Instant								PRESPELLSCHOOL:1,Veiled Moon=1	SOURCEPAGE:p.118
392Brilliant Moon			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike										CASTTIME:1 standard action	RANGE:Melee attack						TARGETAREA:One creature										DURATION:Instant								PRESPELLSCHOOL:1,Veiled Moon=1	SOURCEPAGE:p.118
393Formless Dance			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Stance|Glamer									CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You											DURATION:Stance								PRESPELLSCHOOL:1,Veiled Moon=1	SOURCEPAGE:p.119
394Ghostwalk				TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Boost|Teleportation								CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You											DURATION:One round							PRESPELLSCHOOL:1,Veiled Moon=1	SOURCEPAGE:p.119
395Breath of the Moon		TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike					DESCRIPTOR:Mind-Affecting	CASTTIME:1 standard action	RANGE:Melee attack						TARGETAREA:One creature										DURATION:1d4 rounds		SAVEINFO:Will (negates)		PRESPELLSCHOOL:1,Veiled Moon=1	SOURCEPAGE:p.119
396Ethereal Reminiscence		TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Teleportation									CASTTIME:1 full round action	RANGE:Personal							TARGETAREA:You											DURATION:One round							PRESPELLSCHOOL:1,Veiled Moon=1	SOURCEPAGE:p.119
397Fading Leap				TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Teleportation									CASTTIME:1 move action		RANGE:Up to twice movement speed				TARGETAREA:You											DURATION:Instant								PRESPELLSCHOOL:1,Veiled Moon=1	SOURCEPAGE:p.119
398Flicker Strike			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike|Teleportation							CASTTIME:1 standard action	RANGE:Melee attack, movement speed				TARGETAREA:One creature										DURATION:Instant								PRESPELLSCHOOL:1,Veiled Moon=1	SOURCEPAGE:p.120
399Essence Shattering Strike	TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike					DESCRIPTOR:Force			CASTTIME:1 standard action	RANGE:Melee attack						TARGETAREA:One creature										DURATION:Instant, one round	SAVEINFO:Fortitude (negates)	PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.120
400Stance of the Ether Gate	TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Stance|Teleportation							CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You											DURATION:Stance								PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.120
401Twisting Ether			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Boost|Teleportation								CASTTIME:1 swift action		RANGE:30 ft.							TARGETAREA:You and willing ally								DURATION:Instant								PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.120
402Warp Worm				TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike|Teleportation		DESCRIPTOR:Force			CASTTIME:1 full round action	RANGE:Melee touch							TARGETAREA:Up to three targets								DURATION:Instant								PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.120
403Ether Wave				TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike					DESCRIPTOR:Force			CASTTIME:1 standard action	RANGE:40 ft.							TARGETAREA:Cone-shaped emanation DURATION:Instant SAVEINFO:Reflex (half)											PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.121
404Phantom Penumbra			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Counter|Figment|Teleportation						CASTTIME:1 immediate action	RANGE:Personal, 20ft						TARGETAREA:You											DURATION:Instant, 4 rounds						PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.121
405Spiritual Weapon Stance		TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Counter					DESCRIPTOR:Force			CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You											DURATION:Stance								PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.121
406Vaporform Crash			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike					DESCRIPTOR:Force			CASTTIME:1 standard action	RANGE:Melee attack						TARGETAREA:One creature										DURATION:1d4 rounds							PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.121
407Dispersal Strike			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike					DESCRIPTOR:Force			CASTTIME:1 standard action	RANGE:Melee attack						TARGETAREA:One target										DURATION:1d4 rounds		SAVEINFO:Will (partial)		PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.121
408Fade Through			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Boost|Teleportation								CASTTIME:1 swift action		RANGE:Twice the disciple's movement speed			TARGETAREA:You											DURATION:Instant								PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.122
409Flashing Ether Touch		TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike|Teleportation							CASTTIME:1 standard action	RANGE:Melee attack, 60ft					TARGETAREA:One target										DURATION:Instant			SAVEINFO:Will (negates)		PRESPELLSCHOOL:2,Veiled Moon=1	SOURCEPAGE:p.122
410Anchoring Spirit			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Stance										CASTTIME:1 swift action		RANGE:Personal							TARGETAREA:You											DURATION:Stance								PRESPELLSCHOOL:3,Veiled Moon=1	SOURCEPAGE:p.122
411Eclipsing Moon			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike|Teleportation		DESCRIPTOR:Force			CASTTIME:1 full attack action	RANGE:Melee attack, movement speed				TARGETAREA:Special										DURATION:Instant								PRESPELLSCHOOL:3,Veiled Moon=1	SOURCEPAGE:p.122
412Lunar Penumbra			TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Counter|Teleportation							CASTTIME:1 immediate action	RANGE:Personal. Close (25ft + 5ft/2 initiator levels)	TARGETAREA:You and one target									DURATION:Instant								PRESPELLSCHOOL:3,Veiled Moon=1	SOURCEPAGE:p.123
413Banish to the Beyond		TYPE:Initiator	SCHOOL:Veiled Moon	SUBSCHOOL:Strike|Teleportation							CASTTIME:1 standard action	RANGE:Melee touch							TARGETAREA:One creature										DURATION:Special (see text)	SAVEINFO:Will save (partial)	PRESPELLSCHOOL:4,Veiled Moon=1	SOURCEPAGE:p.123
414
415
416###Block: Maneuver and Stance descriptions
417# Spell Name						Description
418Adamantine Fang.MOD					DESC:Powerful attack which ignores DR and deals an additional 12d6 damage, potential to paralyze an opponent.|!PRERULE:1,DisplayFullSpell
419Adamantine Knuckle.MOD					DESC:For the duration of the turn, unarmed and discipline weapon strikes inflict an additional 4d6 points of damage and ignore damage reduction and hardness.|!PRERULE:1,DisplayFullSpell
420Adamantine Shell.MOD					DESC:Make an opposed attack roll plus shield bonus against opponents attack to negate it, if failed gain DR 50/- against the attack.
421Aggravated Wounds.MOD					DESC:All successful melee attacks this round incite a cumulative -4 penalty on attacks to attack any target other than you for the target's turn.|!PRERULE:1,DisplayFullSpell
422Alacrity on Wing.MOD					DESC:Make an opposed Acrobatics check against an opponent's attack roll, evade the attack and you may make an attack against the target with both weapons with +2d6 damage as part of this immediate action.|!PRERULE:1,DisplayFullSpell
423Alpha's Roar.MOD						DESC:The disciple releases an awesome call and grants a +4 moral bonus to all allies' saving throws for the round and increases the DC's of allies abilities by 4.|!PRERULE:1,DisplayFullSpell
424Altered Penumbra.MOD					DESC:Make an opposed Stealth check opposing your attackers Perception check after their attack roll, if you are successful, teleport to any spot within 10 ft. away and leave a minor image to be hit in your place.|!PRERULE:1,DisplayFullSpell
425Anchoring Spirit.MOD					DESC:Disciple gains the incorporeal subtype; any attempt to teleport into or out of any space within 30 ft. of the disciple automatically fails unless he initiates the effect or willingly allows it.|!PRERULE:1,DisplayFullSpell
426Ancient's Fang.MOD					DESC:Thrown weapon inflicts an additional 4d6 points of damage|!PRERULE:1,DisplayFullSpell
427Angering Smash.MOD					DESC:Melee attack that causes opponent to suffer -4 to hit any target but you.|!PRERULE:1,DisplayFullSpell
428Aurora Break.MOD						DESC:All ranged attacks gain +5d6 points of fire damage for the round.|!PRERULE:1,DisplayFullSpell
429Banish to the Beyond.MOD				DESC:The disciple makes a melee touch attack against a target, and if successful then the foe is banished to wholly to the Ethereal Plane, and they are barred from returning to the Material Plane for 1 day / 2 IL of the disciple (max 10 days).|!PRERULE:1,DisplayFullSpell
430Battle Dragon's Stance.MOD				DESC:Reduce penalties of two- weapon fighting by 2, +4 to Initiative checks and damage while two-weapon fighting.|!PRERULE:1,DisplayFullSpell
431Bend with the Wind.MOD					DESC:Gain +2 to AC successively until next turn or take a free 5ft-step whenever an attack misses the initiator.|!PRERULE:1,DisplayFullSpell
432Bite the Mongoose.MOD					DESC:Make a counter attack which inflicts 6d6 points of damage and 1d6 Constitution damage when struck in combat.|!PRERULE:1,DisplayFullSpell
433Blade-Breaking Counter.MOD				DESC:Make an immediate sunder attempt against an attacker's weapon when they attack.|!PRERULE:1,DisplayFullSpell
434Blade of Breaking.MOD					DESC:Make a melee attack against an opponent's weapon without provoking attacks of opportunity.|!PRERULE:1,DisplayFullSpell
435Blade of Fury.MOD						DESC:Add your initiator level to attack and damage rolls on a charge attack.|!PRERULE:1,DisplayFullSpell
436Blade of Perfection.MOD					DESC:Melee attack unerringly hits and ignores damage reduction.|!PRERULE:1,DisplayFullSpell
437Blend with the Night.MOD				DESC:Causes the disciple to disappear into the shadows make him act under greater invisibility for one round, grants +2d6 points of sneak attack damage.|!PRERULE:1,DisplayFullSpell
438Blinding Ray Shot.MOD					DESC:Ranged attack becomes infused with blinding light.|!PRERULE:1,DisplayFullSpell
439Blinding the Bull.MOD					DESC:Automatically confirm a critical threat on a missile weapon attack.|!PRERULE:1,DisplayFullSpell
440Blood-Spray Strike.MOD					DESC:Melee attack adds 8d6 damage and inflicts 2d4 points of Constitution damage.|!PRERULE:1,DisplayFullSpell
441Bloody Riposte.MOD					DESC:Make a counter attack as an immediate action after being struck in melee combat with a +2 bonus to the attack roll.|!PRERULE:1,DisplayFullSpell
442Body of the Night.MOD					DESC:Add your ranks in Heal to your Stealth.|!PRERULE:1,DisplayFullSpell
443Brawler's Attitude.MOD					DESC:Gain a +4 bonus on CMB checks to perform an unarmed trip, dirty trick, disarm, or grapple attempt.|!PRERULE:1,DisplayFullSpell
444Breath of the Moon.MOD					DESC:Make an attack against a target, target must make save or be confused for 1d4 rounds|!PRERULE:1,DisplayFullSpell
445Brilliant Moon.MOD					DESC:Make a melee attack against a foe, attack ignores armor bonuses to AC and inflicts an additional 4d4 points of force damage.|!PRERULE:1,DisplayFullSpell
446Broken Blade Riposte.MOD				DESC:After being struck in melee combat, make an immediate counter attack, inflicting an additional 3d6 points of damage and push the target back 5 ft.|!PRERULE:1,DisplayFullSpell
447Broken Blade Stance.MOD					DESC:Add initiator level to Acrobatics checks and may make additional unarmed strikes as part of a full attack action.|!PRERULE:1,DisplayFullSpell
448Bronze Knuckle.MOD					DESC:Add an additional 2d6 points of damage to unarmed strikes and discipline weapons and martial strikes ignore damage reduction.|!PRERULE:1,DisplayFullSpell
449Brutal Dragon's Stance.MOD				DESC:When two-weapon fighting in this stance, the character suffers a -2 to AC, but all attacks inflict an additional 2d6 + primary initiator attribute modifier points of damage.|!PRERULE:1,DisplayFullSpell
450Burning Break.MOD						DESC:All ranged attacks gain +5d6 points of fire damage for the round.|!PRERULE:1,DisplayFullSpell
451Burning Venom Prana.MOD					DESC:Next attack inflicts an additional 1d4 Wisdom damage.|!PRERULE:1,DisplayFullSpell
452Burnished Shell.MOD					DESC:Make an opposed attack roll plus shield bonus to AC vs an enemy spellcaster's CL to deny the effects of a targeted spell on you.|!PRERULE:1,DisplayFullSpell
453Call to Action.MOD					DESC:Attack inflicts an additional 2d6 points of damage, grant adjacent ally an immediate move action.|!PRERULE:1,DisplayFullSpell
454Cartwheel Axe Kick.MOD					DESC:Make an Acrobatics check and move 10 ft. to or from adjacent enemy, unarmed strike inflicts an additional 2d6 damage.|!PRERULE:1,DisplayFullSpell
455Charge of the Battle Cat.MOD				DESC:Make a charge attack which does not provoke attacks of opportunity, the charge inflicts an additional 4d6 points of damage and has a chance to knock target prone.|!PRERULE:1,DisplayFullSpell
456Charge of the Battle Panthera.MOD			DESC:Charge attack that adds an additional 12d6 to damage and potentially knocked prone|!PRERULE:1,DisplayFullSpell
457Circling the Prey.MOD					DESC:Grant all allies within 60 ft. a free 5 ft. step.|!PRERULE:1,DisplayFullSpell
458Circular Stance.MOD					DESC:Flankers do not receive combat bonus against you when flanking.|!PRERULE:1,DisplayFullSpell
459Cornered Frenzy Strike.MOD				DESC:Make a melee attack with all wielded weapons against all threatened foes and inflicts an additional 5d6 + initiator modifier in damage.|!PRERULE:1,DisplayFullSpell
460Counter Step.MOD						DESC:Make an opposed Acrobatics check against target's melee attack roll, 5ft step to avoid attack range.|!PRERULE:1,DisplayFullSpell
461Crippling Strike.MOD					DESC:Melee attack that adds +2d6 points of damage and the enemy gains the bleeding condition.|!PRERULE:1,DisplayFullSpell
462Crushing Blow.MOD						DESC:A powerful overhand blow that inflicts an additional +1d6 points of damage, enemy is left flat- footed until their next turn.|!PRERULE:1,DisplayFullSpell
463Cursed Fate.MOD						DESC:Make a melee attack against a target, -4 to all d20 rolls for one round.|!PRERULE:1,DisplayFullSpell
464Curving Ray Shot.MOD					DESC:Roll Perception check against target's AC, negate cover for this attack.|!PRERULE:1,DisplayFullSpell
465Cyclonic Shell Crush.MOD				DESC:Make a shield bash attack against all adjacent enemies which inflicts an additional +4d6 points of damage and has the chance of dazing.|!PRERULE:1,DisplayFullSpell
466Dazing Attack.MOD						DESC:Make a melee attack, strike inflicts +2d6 points of damage may daze enemy.|!PRERULE:1,DisplayFullSpell
467Dazzling Solar Flare.MOD				DESC:Make a ranged attack against a foe, inflicts +4d6 points of fire damage and chance of dazing.|!PRERULE:1,DisplayFullSpell
468Deadly Dragon Strike.MOD				DESC:Make an attack with both main and off hand weapon against one or two targets; attack strikes to the heart of a target may cause instant death or 12d6 points of damage.|!PRERULE:1,DisplayFullSpell
469Defending the Pride.MOD					DESC:Grant all allies within 60 ft. a bonus to +4 to AC for one round.|!PRERULE:1,DisplayFullSpell
470Defensive Shell.MOD					DESC:Use a shield bash attempt against an opponent's attack roll to defend an adjacent ally and negate the attack.|!PRERULE:1,DisplayFullSpell
471Demoralizing Roar.MOD					DESC:Any target struck by you in melee is shaken for 1 round.|!PRERULE:1,DisplayFullSpell
472Descending Sunset Strike.MOD				DESC:Make a Sense Motive check, strike does quadruple damage.|!PRERULE:1,DisplayFullSpell
473Desert Serpent Mirage.MOD				DESC:Make an opposed attack roll against an opponent's attack; if successful the foe losses sight of the disciple for one round.|!PRERULE:1,DisplayFullSpell
474Devastating Momentum.MOD				DESC:Add an additional 40 points of damage on a successful charge attack and the attack ignores the target's damage reduction and potentially stuns the target.|!PRERULE:1,DisplayFullSpell
475Devastating Rush.MOD					DESC:Make a charge attack that inflicts an additional 2d6 damage and ignores damage reduction and hardness.|!PRERULE:1,DisplayFullSpell
476Devastation Roll.MOD					DESC:Move by an opponent and make a successful Acrobatics check against the target's AC, if successful, the target is flat-footed and the attack inflicts an additional 6d6 points of damage.|!PRERULE:1,DisplayFullSpell
477Dimensional Strike.MOD					DESC:For a brief moment, the disciple becomes difficult to perceive; resolving the attack against the target as if they were flat-footed.|!PRERULE:1,DisplayFullSpell
478Direct the Pride.MOD					DESC:Target adjacent ally who has not acted this turn, move his initiative directly after yours for this turn, the following turn he returns to his former initiative.|!PRERULE:1,DisplayFullSpell
479Disarming Gust.MOD					DESC:Make a ranged disarming attack the inflicts 3d6 points of damage to the target and disarms them.|!PRERULE:1,DisplayFullSpell
480Discipline of the Pride.MOD				DESC:Grant all allies within 30 ft. one feat that you possess for three rounds.|!PRERULE:1,DisplayFullSpell
481Disparity Blow.MOD					DESC:Make a melee attack against a target, if successful make an immediate trip attempt against them without provoking attacks of opportunity.|!PRERULE:1,DisplayFullSpell
482Dispersal Strike.MOD					DESC:Target becomes incorporeal and takes 12d6 points of force damage, on a failed Will their gear does not become ethereal with them, duration until end of next turn.|!PRERULE:1,DisplayFullSpell
483Distracting Strike.MOD					DESC:Make attack against a target, inflicting an additional 2d6 points of damage and leave the foe flat-footed until his next turn.|!PRERULE:1,DisplayFullSpell
484Disturbing Blow.MOD					DESC:Make a melee attack against a target; successful strike inflicts a -4 penalty to the target's next d20 roll.|!PRERULE:1,DisplayFullSpell
485Dizzying Blow.MOD						DESC:A powerful charge inflicting an additional 10d6 points of damage and potentially leaves the enemy nauseated.|!PRERULE:1,DisplayFullSpell
486Dizzying Venom Prana.MOD				DESC:Next attack inflicts 2 points of Wisdom damage.|!PRERULE:1,DisplayFullSpell
487Doom Talon.MOD						DESC:Upon scoring a critical hit, initiation of this maneuver confirms the critical hit and inflicts an additional 4d6 points of damage.|!PRERULE:1,DisplayFullSpell
488Double Solar Reflection.MOD				DESC:Shot strikes three targets with one attack roll. First target takes +4d6 damage, second takes +2d6 damage, third just takes weapon damage. No two targets can be more than 20 ft. apart.|!PRERULE:1,DisplayFullSpell
489Dragon Assault.MOD					DESC:Make a full round attack, each successive melee attack inflicts an additional 1d6 points of damage more than the previous one (maximum +5d6 per successful attack).|!PRERULE:1,DisplayFullSpell
490Dragon Rush.MOD						DESC:Upon a successful attack, make an immediate kick which inflicts an additional 3d6 points of damage.|!PRERULE:1,DisplayFullSpell
491Leaping Dragon.MOD					DESC:Make an Acrobatics check to jump as a swift action with a +10 bonus.|!PRERULE:1,DisplayFullSpell
492Eclipsing Moon.MOD					DESC:As part of a full round attack, you may teleport up to your movement range between attacks, and continue the full round attack, adding +2 to hit and +4d4 force damage to each strike against a target's flat-footed AC.|!PRERULE:1,DisplayFullSpell
493Encouraging Roar.MOD					DESC:For one round, all allies gain a +2 morale bonus to all attacks and damage.|!PRERULE:1,DisplayFullSpell
494Endurance of the Strong.MOD				DESC:When an ally within 30 ft. is struck in combat and injured, the disciple may make an immediate shout of inspiration to restore some of the ally's flagging strength, restoring twice the disciple's initiator level in hit points.|!PRERULE:1,DisplayFullSpell
495Enduring Shell.MOD					DESC:Add your shield bonus to AC to a saving throw attempt.|!PRERULE:1,DisplayFullSpell
496Enraging Strike.MOD					DESC:Melee attack deals an additional 5 points of damage, chance to make target rage and attack you.|!PRERULE:1,DisplayFullSpell
497Essence Shattering Strike.MOD				DESC:Make an attack against a target which inflicts an additional 6d6 points of force damage, potentially dazes the target.|!PRERULE:1,DisplayFullSpell
498Ethereal Reminiscence.MOD				DESC:Become incorporeal for one round, regain twice your ranks in Stealth in hit points or potentially being lost in the Ethereal briefly.|!PRERULE:1,DisplayFullSpell
499Ether Wave.MOD						DESC:The disciple unleashes a potent wave of dimensional energy as a 40 ft. cone inflicting 10d6 points of force damage.|!PRERULE:1,DisplayFullSpell
500Fade Through.MOD						DESC:The disciple may teleport up to twice his movement speed as a swift action.|!PRERULE:1,DisplayFullSpell
501Fading Dodge.MOD						DESC:As an immediate action, make an attack roll against your foe's attack roll; if successful, your foe's damage from this attack is reduced by half.|!PRERULE:1,DisplayFullSpell
502Fading Leap.MOD						DESC:As a move action, the disciple may teleport to a spot up to twice his movement speed away.|!PRERULE:1,DisplayFullSpell
503Fading Strike.MOD						DESC:Teleport up to your movement speed to an opponent and make an attack.|!PRERULE:1,DisplayFullSpell
504Fangs Strike Low.MOD					DESC:Make two successful attack rolls, halve target's land speed and inflicts 1d6 bleed damage per round for 3 rounds or until healed.|!PRERULE:1,DisplayFullSpell
505Feel the Wind.MOD						DESC:Overcome environmental difficulties for ranged combat.|!PRERULE:1,DisplayFullSpell
506Final Blow.MOD						DESC:Make a melee attack; if foe is below 25%% of maximum hit points, target is slain.|!PRERULE:1,DisplayFullSpell
507Finishing Kick.MOD					DESC:The character may make an additional unarmed attack at his full base attack bonus at the end of a full attack action and the attack inflicts an additional 6d6 points of damage.|!PRERULE:1,DisplayFullSpell
508Five-Fold Hydra Sting.MOD				DESC:Chance to instantly slay target and destroy them entirely.|!PRERULE:1,DisplayFullSpell
509Flashing Ether Touch.MOD				DESC:Make a melee touch attack against a target, if successful teleport the target up to 60 ft. away, deal 10d6 points of damage.|!PRERULE:1,DisplayFullSpell
510Flash Kick.MOD						DESC:Make an additional unarmed attack as part of a full attack action at a -2 penalty to hit but the attack gains +2d6 points of damage.|!PRERULE:1,DisplayFullSpell
511Flat Iron Riposte.MOD					DESC:Make an opposed attack roll against attacker, if successful, negate the attack and throw opponent 10 ft. in a chosen direction and potentially land prone.|!PRERULE:1,DisplayFullSpell
512Flicker Strike.MOD					DESC:Teleport to strike an opponent flat- footed and then teleport away.|!PRERULE:1,DisplayFullSpell
513Flick of the Wrist.MOD					DESC:Make at least two successful attack rolls with two weapons on a full attack action with a +2 bonus, if successful gain a free disarm attempt.|!PRERULE:1,DisplayFullSpell
514Flurry Strike.MOD						DESC:Make two unarmed strikes on a target enemy.|!PRERULE:1,DisplayFullSpell
515Focused Solar Lance.MOD					DESC:Make an attack that if successful, inflicts an additional 5d6 points of damage and potentially pins target.|!PRERULE:1,DisplayFullSpell
516Formless Dance.MOD					DESC:Gain the benefits of a see invisibility spell and blur while the stances in effect (swift actions refresh missing images).|!PRERULE:1,DisplayFullSpell
517Frenzy Strike.MOD						DESC:Make a melee attack with all wielded weapons against a single target and inflicts an additional 3d6 + initiator modifier in damage.|!PRERULE:1,DisplayFullSpell
518Furious Primal Wrath.MOD				DESC:A vicious strike that suffers a -4 penalty to attack rolls but adds an additional 20 points of damage or an additional 35 points of damage if the weapon is wielded two-handed.|!PRERULE:1,DisplayFullSpell
519Garnet Lance.MOD						DESC:Melee attack inflicts an additional 2d6 points of damage and ignores damage reduction.|!PRERULE:1,DisplayFullSpell
520Ghost Hunting Blow.MOD					DESC:Momentarily grants the disciple's attacks the ghost touch property.|!PRERULE:1,DisplayFullSpell
521Ghostwalk.MOD						DESC:Become incorporeal until your next turn.|!PRERULE:1,DisplayFullSpell
522Glorious Shell Shock.MOD				DESC:Powerful shield bash that inflicts an additional +5d6 points of damage up to three adjacent enemies and sends them hurtling 20 ft. away.|!PRERULE:1,DisplayFullSpell
523Golden Commander Stance.MOD				DESC:All allies within 30 ft. of your position may gain flanking if they are adjacent to an ally when engaged in melee.|!PRERULE:1,DisplayFullSpell
524Golden General's Attitude.MOD				DESC:Grant a morale bonus to all allies within 60 ft. vs fear, +1 for every 6/initiator levels.|!PRERULE:1,DisplayFullSpell
525Golden General's Victory.MOD				DESC:Upon felling a foe, all allies within 60 ft. are healed a number of hit points equal to the disciple's initiator level.|!PRERULE:1,DisplayFullSpell
526Golden Lion Charger.MOD					DESC:When charging, gain an additional +2 bonus to attack and never provoke attacks of opportunity for charging.|!PRERULE:1,DisplayFullSpell
527Golden Swipe.MOD						DESC:Melee attack inflicts an additional 6d6 points of damage and moves the opponent 10 ft. in a direction of your choosing.|!PRERULE:1,DisplayFullSpell
528Greater Snapping Strike.MOD				DESC:Melee attack that inflicts an additional 3d6 points of damage, bypasses DR.|!PRERULE:1,DisplayFullSpell
529Great Wyrm's Fang.MOD					DESC:Thrown weapon inflicts an additional 8d6 points of damage, causes a bleeding wound.|!PRERULE:1,DisplayFullSpell
530Guard the Pride.MOD					DESC:Grant an adjacent ally +4 circumstance bonus to AC for one round and an immediate action.|!PRERULE:1,DisplayFullSpell
531Half-Gone.MOD						DESC:As an attack targets you, make a Stealth check to become incorporeal to avoid it. Resonance Strike inflicts 2d6 force damage in lieu of normal damage, and may strike incorporeal creatures without risking a miss chance.|!PRERULE:1,DisplayFullSpell
532Harry the Prey.MOD					DESC:Make an attack, all allies within 30 ft. may make an immediate attack against any foe they are capable of attacking.|!PRERULE:1,DisplayFullSpell
533Heavenly Blade of the Scarlet Throne.MOD		DESC:Make a melee attack, if successful, add an additional 100 points of damage to your weapon damage and enemy is left paralyzed.|!PRERULE:1,DisplayFullSpell
534Hooded Cobra Attitude.MOD				DESC:Gain gaze ability to temporarily paralyze a foe while focusing on them.|!PRERULE:1,DisplayFullSpell
535Hooded Killer's Stance.MOD				DESC:Disciple gains +3d6 sneak attack dice and half the character's initiator level to Intimidate and Stealth checks.|!PRERULE:1,DisplayFullSpell
536Horizon Wind Lancet.MOD					DESC:Give a single ranged attack a +1d6 damage bonus.|!PRERULE:1,DisplayFullSpell
537Hunting Party.MOD						DESC:Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.|!PRERULE:1,DisplayFullSpell
538Hunting Serpent Blow.MOD				DESC:Disciple makes a Heal check, chance to make target flat-footed and inflict an additional 1d6 points of damage.|!PRERULE:1,DisplayFullSpell
539Hurricane of Fangs.MOD					DESC:Thrown weapons for the round have their range increased by +30 ft. and inflict an additional damage equal to initiator level.|!PRERULE:1,DisplayFullSpell
540Impaling Strike.MOD					DESC:Melee attack adds +4d6 damage and ignores damage reduction and hardness and inflicts 1d4 points of Constitution damage.|!PRERULE:1,DisplayFullSpell
541Inner Sense.MOD						DESC:Spiritual senses grant a +2 insight bonus to a saving throw.|!PRERULE:1,DisplayFullSpell
542Inner Sphere Stance.MOD					DESC:When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.|!PRERULE:1,DisplayFullSpell
543Intercepting Shade.MOD					DESC:Make an opposed attack against an incoming ranged weapon attack, success negates the attack.|!PRERULE:1,DisplayFullSpell
544Invulnerable Shell of the Iron Tortoise.MOD	DESC:Negates any and all damage, spells, or harmful effects that would effect the initiator and his adjacent allies.
545Iron Axe Kick.MOD						DESC:The character delivers a potent kick that inflicts an additional 6d6 points of damage and dazes target for 1d4 rounds.|!PRERULE:1,DisplayFullSpell
546Iron-Breaking Palm.MOD					DESC:Make a sundering strike against a weapon or shield, potentially entangling target and inflicting an additional 3d6 points of damage to the target item.|!PRERULE:1,DisplayFullSpell
547Iron Defender's Riposte.MOD				DESC:Make an opposed attack roll plus shield bonus against a foe's attack against an ally; if successful then the attack is negated and you make a counter attack with shield at +4d6 points of damage.|!PRERULE:1,DisplayFullSpell
548Iron Dust.MOD						DESC:Make a free dirty trick attempt as part of a martial strike with a +2 bonus without provoking attacks of opportunity.|!PRERULE:1,DisplayFullSpell
549Iron Fang.MOD						DESC:Attack which ignores DR and inflicts an additional 2d6 points of damage.|!PRERULE:1,DisplayFullSpell
550Iron Hand Stance.MOD					DESC:Gain a +2 shield bonus to AC while in this stance, increasing in bonus as the character's initiator level increases.|!PRERULE:1,DisplayFullSpell
551Iron Hide Stance.MOD					DESC:While in this stance, double the disciple's Strength bonus to damage and gain DR 5/-; disciple is treated as Large size for some effects.|!PRERULE:1,DisplayFullSpell
552Iron Knuckle.MOD						DESC:For the duration of the turn, unarmed and discipline weapon strikes inflict an additional 3d6 points of damage.|!PRERULE:1,DisplayFullSpell
553Iron Monger's Throw.MOD					DESC:Make a CMB check with a +4 bonus, if successful, with a rolling throw to land 20 ft. away, inflicting 6d6 points of damage upon landing.|!PRERULE:1,DisplayFullSpell
554Iron Shell.MOD						DESC:Deflect an enemy melee or missile attack with shield with an opposed attack roll plus shield bonus to AC.|!PRERULE:1,DisplayFullSpell
555Iron Tortoise Stance.MOD				DESC:Increase reach for attacks of opportunity while in this stance by 5 ft., make additional attacks of opportunity, act as one size larger for CMD.
556Kill the Wounded.MOD					DESC:Target of this strike takes an additional 2d6 points of damage on attacks made upon him by allies.|!PRERULE:1,DisplayFullSpell
557Knuckle to the Blade.MOD				DESC:Make an unarmed strike against a target, if successful, make a free disarm attempt against the opponent without provoking attacks of opportunity.|!PRERULE:1,DisplayFullSpell
558Leaping Spirit Dance.MOD				DESC:This stance grants the disciple a +2 to AC and a +2 to Reflex saves.|!PRERULE:1,DisplayFullSpell
559Leg Sweeping Hilt.MOD					DESC:Make a trip attempt with a +2 bonus without provoking attacks of opportunity, if successful, make an attack.|!PRERULE:1,DisplayFullSpell
560Lightning Step.MOD					DESC:Change direction once during a charge and negate the movement penalty for harsh terrain.|!PRERULE:1,DisplayFullSpell
561Lion Lord's Agony.MOD					DESC:Strike inflicts additional damage equal to the hit point damage the disciple has received.|!PRERULE:1,DisplayFullSpell
562Lion's Feast.MOD						DESC:For one round any enemies that are slain in combat within 20 ft. of you grant any adjacent allies to you temporary hit points equal to twice the creature's Hit Dice.|!PRERULE:1,DisplayFullSpell
563Lord of the Pridelands.MOD				DESC:You and your allies gain +2 to hit, damage, AC, and saves for each and every ally within 60-ft for one round (maximum +10).|!PRERULE:1,DisplayFullSpell
564Lunar Penumbra.MOD					DESC:When targeted by a spell or effect, the disciple may make an opposed Stealth check against the enemy's Perception; success indicates that the two switch positions through teleportation and the enemy suffers the spell or effect instead.|!PRERULE:1,DisplayFullSpell
565Meteoric Collision.MOD					DESC:While performing a bull rush as part of a charge, the enemy suffers 6d6 points of damage in addition to the effects of the bull rush attempt.|!PRERULE:1,DisplayFullSpell
566Meteoric Crash.MOD					DESC:While performing a bull rush as part of a charge, the enemy suffers 10d6 points of damage in addition to the effects of the bull rush attempt; if the foe is bull rushed more than 10 ft. then he may be knocked prone.|!PRERULE:1,DisplayFullSpell
567Meteoric Throw.MOD					DESC:The character grabs an opponent with a successful grapple check and hurls him into another enemy as a ranged touch attack, inflicting 12d6 points of damage to both targets.|!PRERULE:1,DisplayFullSpell
568Mithral Tortoise Stance.MOD				DESC:Armor worn is considered one category lighter, halve armor check penalty, and gain a +2 dodge bonus to AC and to CMD.|!PRERULE:1,DisplayFullSpell
569Momentum Crash.MOD					DESC:Add an additional 10 points of damage to a successful charge attack.|!PRERULE:1,DisplayFullSpell
570Momentum Crush.MOD					DESC:Add an additional 20 points of damage on a successful charge attack and the attack ignores the target's damage reduction.|!PRERULE:1,DisplayFullSpell
571Night's Knife.MOD						DESC:Grants a damage bonus equal to the number of ranks in Heal possessed.|!PRERULE:1,DisplayFullSpell
572Noble Blade.MOD						DESC:+5 to attack roll and +2d8 to damage roll on a single melee attack.|!PRERULE:1,DisplayFullSpell
573Numbing Venom Prana.MOD					DESC:Next attack inflicts an additional 2d4 Dexterity damage.|!PRERULE:1,DisplayFullSpell
574Offensive Roll.MOD					DESC:Move by an opponent and make a Acrobatics check against target's AC, if successful, the target is flat-footed and the strike inflicts +1d6 points of damage.|!PRERULE:1,DisplayFullSpell
575Orichalcum Swipe.MOD					DESC:Melee attack inflicts an additional 12d6 points of damage, target makes up to a full move in a direction of your choosing.|!PRERULE:1,DisplayFullSpell
576Outer Sphere Stance.MOD					DESC:When wielding two weapons, disciple inflicts an additional 1d6 points of damage per attack, -2 to AC.|!PRERULE:1,DisplayFullSpell
577Pack Pounce.MOD						DESC:Make an attack while adjacent to an ally, gain a +5 damage per adjacent allies to that enemy (Max +15).|!PRERULE:1,DisplayFullSpell
578Panthera on the Hunt.MOD				DESC:The martial disciple gains a +2 damage bonus on a charge attack, and ignores attacks of opportunity|!PRERULE:1,DisplayFullSpell
579Phantom Penumbra.MOD					DESC:Make a Stealth check opposing the attackers Perception check, if successful, teleport up to 20 ft. away and leave behind 1d6 major images.|!PRERULE:1,DisplayFullSpell
580Phantom Sun Stance.MOD					DESC:Generate phantom ammunition for ranged attacks by copying a single weapon, arrow, or bolt.|!PRERULE:1,DisplayFullSpell
581Phantom Sunstorm.MOD					DESC:Creates a hail of quasi-real weapons that strike with the real one, causing maximum damage on a single attack|!PRERULE:1,DisplayFullSpell
582Phantom Wind Ray.MOD					DESC:Next ranged attack is sheathed in dazzling light to obscure it, target must make an opposed Perception check to the attack roll or be caught flat-footed.|!PRERULE:1,DisplayFullSpell
583Pit Fighter's Stance.MOD				DESC:While in this stance, the character may make one dirty trick attempt per round as a swift action without provoking attacks of opportunity, and he gains a +2 bonus to his CMD to resist dirty tricks and feint attempts.|!PRERULE:1,DisplayFullSpell
584Poison Blood.MOD						DESC:When struck in combat, disciple's blood becomes venomous to the attacker.|!PRERULE:1,DisplayFullSpell
585Poisoner's Stance.MOD					DESC:Gain poison use, increased DC on poisons.|!PRERULE:1,DisplayFullSpell
586Pommel Bash.MOD						DESC:A vicious elbow strike, inflicting an additional 1d6 points of damage.|!PRERULE:1,DisplayFullSpell
587Pressure Point Break.MOD				DESC:While grappling an opponent and inflicting damage, the character may add any sneak attack or deadly strike damage possessed plus an additional +2d6 damage.|!PRERULE:1,DisplayFullSpell
588Pride Leader's Stance.MOD				DESC:Initiator and allies within 20 ft. gain a +4 morale bonus to saves vs fear and demoralization effects.|!PRERULE:1,DisplayFullSpell
589Pride Movement.MOD					DESC:Grant an adjacent ally a move action.|!PRERULE:1,DisplayFullSpell
590Primal Frenzy.MOD						DESC:Make a melee attack with all wielded weapons against all threatened foes and inflicts an additional 7d6 + initiator modifier in damage.|!PRERULE:1,DisplayFullSpell
591Primal Warrior Stance.MOD				DESC:The martial disciple and the equipment he is using is considered one size category larger.|!PRERULE:1,DisplayFullSpell
592Primal Wrath.MOD						DESC:A forceful strike that suffers a -2 penalty to hit but adds +4 to damage, or +6 to damage if used with a two-handed weapon.|!PRERULE:1,DisplayFullSpell
593Prince's Attitude.MOD					DESC:+4 AC against attacks of opportunity while moving, +2 bonus to Reflex saves and Initiative.|!PRERULE:1,DisplayFullSpell
594Pugilist Stance.MOD					DESC:While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.|!PRERULE:1,DisplayFullSpell
595Pyrite Strike.MOD						DESC:Strike inflicts an additional 1d6 points of damage and moves an opponent 5 ft. in a direction of your choosing.|!PRERULE:1,DisplayFullSpell
596Quick Snap.MOD						DESC:When struck in melee, may make an immediate counter attack and strike does double damage.|!PRERULE:1,DisplayFullSpell
597Raging Hunter Pounce.MOD				DESC:Charge at a target and make a full attack on the target.|!PRERULE:1,DisplayFullSpell
598Rattler's Feint.MOD					DESC:Feint attempt to catch opponent flat-footed.|!PRERULE:1,DisplayFullSpell
599Red Zephyr's Dance.MOD					DESC:Each successful melee attack allows the martial disciple to move 10 ft. and make an additional attack.|!PRERULE:1,DisplayFullSpell
600Red Zephyr's Fleetness.MOD				DESC:Add +30 ft. to your movement for the round.|!PRERULE:1,DisplayFullSpell
601Red Zephyr's Strike.MOD					DESC:Make a melee attack, then make an immediate 10 ft. movement.|!PRERULE:1,DisplayFullSpell
602Reflexive Twist.MOD					DESC:Make an Acrobatics check in place of a Reflex save.|!PRERULE:1,DisplayFullSpell
603Regal Blade.MOD						DESC:Add +2 to attack roll and +1d8 to damage roll on a single melee attack.|!PRERULE:1,DisplayFullSpell
604Rending Claws.MOD						DESC:Make two successful melee attacks with wielded weapons, automatically rend victim for an additional 8d6 points of damage.|!PRERULE:1,DisplayFullSpell
605Reversing Thrust.MOD					DESC:Make a successful opposed Acrobatics check against a target's attack roll; evade the attack and then make an immediate counter-attack.|!PRERULE:1,DisplayFullSpell
606Ricochet Shell.MOD					DESC:Throw shield at target, bouncing it between up to four targets within 10 ft. of each other, inflicting an additional 3d6 points of damage.|!PRERULE:1,DisplayFullSpell
607Riddle of Iron.MOD					DESC:Melee attack that inflicts an additional 5d6 points of damage and dazes a target for one round.|!PRERULE:1,DisplayFullSpell
608Riddle of Steel.MOD					DESC:Make a melee attack, strike inflicts an additional 6d6 points of damage and stuns target for 1d4 rounds.|!PRERULE:1,DisplayFullSpell
609Rising Zenith Strike.MOD				DESC:Make a Sense Motive check, strike does double damage.|!PRERULE:1,DisplayFullSpell
610Roar of Battle.MOD					DESC:Make an attack that inflicts an additional 6d6 points of damage, all other allies that attack the target inflict an additional 3d6 points of damage on successful attacks.|!PRERULE:1,DisplayFullSpell
611Royal Blade.MOD						DESC:+5 to attack roll and +5d8 to damage roll on a single melee attack, potentially cowering foe.|!PRERULE:1,DisplayFullSpell
612Ruby Battle Lord's Strike.MOD				DESC:Make a full attack at a single target using full base attack bonus for each attack with a +2 insight bonus.|!PRERULE:1,DisplayFullSpell
613Ruby Zenith Strike.MOD					DESC:Make a Sense Motive check, strike does triple damage.|!PRERULE:1,DisplayFullSpell
614Running Hunter's Stance.MOD				DESC:While in this stance, the disciple gains +10 ft. to movement speed.|!PRERULE:1,DisplayFullSpell
615Sanguine Barrier.MOD					DESC:Make a Sense Motive check to block an attack.|!PRERULE:1,DisplayFullSpell
616Sanguine Perfection.MOD					DESC:Temporarily overcome negative condition ailments.|!PRERULE:1,DisplayFullSpell
617Sanguine Perseverance.MOD				DESC:Use Sense Motive in place of relevant save on saving throw.|!PRERULE:1,DisplayFullSpell
618Sanguine Proclamation.MOD				DESC:Powerful attack that inflicts an additional 10d6 points of damage and potentially knocks the target prone.|!PRERULE:1,DisplayFullSpell
619Scarlet Duelist Attitude.MOD				DESC:Add +5 insight modifier to AC and Initiative.|!PRERULE:1,DisplayFullSpell
620Scarlet Eye's Perception.MOD				DESC:Next melee attack is resolved as a touch attack.|!PRERULE:1,DisplayFullSpell
621Scarlet Majesty Stance.MOD				DESC:Enemies must make a Will save to attack you.|!PRERULE:1,DisplayFullSpell
622Scarlet Riposte.MOD					DESC:Make a Sense Motive check opposing an enemy's attack roll, if successful, block the attack then make an immediate counter attack inflicting an additional 3d6 points of damage.|!PRERULE:1,DisplayFullSpell
623Scarlet Einhander.MOD					DESC:+2 shield bonus to AC and +1d6 damage on attacks when fighting with one weapon.|!PRERULE:1,DisplayFullSpell
624Scything Strike.MOD					DESC:Make a melee attack on two adjacent enemies as a single attack.|!PRERULE:1,DisplayFullSpell
625Searing Break.MOD						DESC:All ranged attacks gain +3d6 points of fire damage for the round.|!PRERULE:1,DisplayFullSpell
626Shards of Adamantine Strike.MOD			DESC:Make a penetrating attack the inflicts an additional 12d6 points of damage, ignoring damage reduction and hardness, and may nauseate target.|!PRERULE:1,DisplayFullSpell
627Shards of Iron Strike.MOD				DESC:A piercing strike that potentially staggers an opponent with pain.|!PRERULE:1,DisplayFullSpell
628Shards of Steel Strike.MOD				DESC:Make a penetrating attack that inflicts an additional 8d6 points of damage that ignores damage reduction or hardness and leaves a bleeding wound.|!PRERULE:1,DisplayFullSpell
629Sharpened Talons.MOD					DESC:When two-weapon fighting with light weapons, the disciple inflicts an additional 2d6 points of damage for one round.|!PRERULE:1,DisplayFullSpell
630Shell Shock.MOD						DESC:Make a powerful shield bash that inflicts an additional 4d6 points of dmage and maay knock an opponent 20 ft. away.|!PRERULE:1,DisplayFullSpell
631Shield-Breaking Strike.MOD				DESC:Make a melee attack against a target, and in lieu of damage inflict the broken condition on their armor or shield and subtract 4 from their armor or shield bonus to AC (not to exceed the total armor or shield bonus) until it is repaired.|!PRERULE:1,DisplayFullSpell
632Shoulder Rush.MOD						DESC:Make a bull rush or overrun attempt with a +4 bonus; attempt does not provoke attacks of opportunity.|!PRERULE:1,DisplayFullSpell
633Shrug It Off.MOD						DESC:Make an opposed Survival check against a foe's attack roll to negate an attack that inflicts hit point damage.|!PRERULE:1,DisplayFullSpell
634Sickening Venom Strike.MOD				DESC:Attack which inflicts 2 points of Constitution damage and chance to sicken opponent.|!PRERULE:1,DisplayFullSpell
635Sight Piercing Fang.MOD					DESC:Attack which inflicts an additional 2d6 points of damage, blinds opponent.|!PRERULE:1,DisplayFullSpell
636Silencing Strike.MOD					DESC:Swift throat punch that can silence opponent, deals an additional 8d6 points of damage.|!PRERULE:1,DisplayFullSpell
637Singing Steel Punch.MOD					DESC:Attack inflicts an additional 8d6 points of damage and on a failed save, deafens target and renders them unable to speak for 1d4 rounds.|!PRERULE:1,DisplayFullSpell
638Skirmisher's Stance.MOD					DESC:While in this stance, if the character moves 10 ft. or more in a round, he inflicts an additional 2d6 points of damage and gains a +2 dodge bonus to his AC.|!PRERULE:1,DisplayFullSpell
639Smashing Shell.MOD					DESC:Make a shield bash that catches an opponent flat-footed, inflicts shield bash damage plus an additional 4d6 damage, chance to daze.|!PRERULE:1,DisplayFullSpell
640Snapping Riposte.MOD					DESC:If an opponent misses an attack or is successfully countered, make a counter attack with a +2 bonus to hit.|!PRERULE:1,DisplayFullSpell
641Snapping Strike.MOD					DESC:Melee attack which deals an additional 1d6 points of damage.|!PRERULE:1,DisplayFullSpell
642Snapping Turtle Rush.MOD				DESC:Make a charge attack with your shield, strike inflicts an additional 8d6 points of damage and may knock opponent prone.|!PRERULE:1,DisplayFullSpell
643Snapping Turtle Stance.MOD				DESC:Shield bashes inflict an additional 1d6 points of damage, and may make shield bashes without losing shield bonus to AC.|!PRERULE:1,DisplayFullSpell
644Solar Flare.MOD						DESC:Make a ranged attack and add +2d6 fire damage and ignore cover.|!PRERULE:1,DisplayFullSpell
645Solar Hailstorm Stance.MOD				DESC:Gain 2 extra attacks on any full round attack with a ranged weapon and add initiator attribute modifier to damage rolls.|!PRERULE:1,DisplayFullSpell
646Solar Lance.MOD						DESC:Attack with a single arrow or thrown weapon, create a phantom line of arrows which inflict an additional 2d4 points of damage and allows for a bull rush attempt as part of the strike.|!PRERULE:1,DisplayFullSpell
647Solar Meteor Blow.MOD					DESC:High fired shot that when it lands on target inflicting +4d6 points of damage and creates a massive gust of wind capable of knocking surrounding foes down.|!PRERULE:1,DisplayFullSpell
648Solar Reflection.MOD					DESC:Make a ranged attack at a foe with a +2d6 damage bonus, if this attack is successful you can ricochet the shot to another enemy within 20 ft. using the same attack roll (no bonus damage).|!PRERULE:1,DisplayFullSpell
649Solar Sting.MOD						DESC:Turn a piece of ammunition or a ranged weapon into a field of caltrops.|!PRERULE:1,DisplayFullSpell
650Solar Storm.MOD						DESC:Make a ranged attack at target creature or at the space it occupies, creates a brief but fierce cyclone that protects against and prevents ranged attacks.|!PRERULE:1,DisplayFullSpell
651Solar Wind Lancet.MOD					DESC:Next ranged attack gains +2d6 points of damage for the round, potentially knocks foe down.|!PRERULE:1,DisplayFullSpell
652Solar Wind Nova.MOD					DESC:Fire a phantom volley of burning arrows into a 20 ft. burst hitting all targets within its area, inflicting 10d6 damage and 10d6 fire damage and may leave targets knocked prone.|!PRERULE:1,DisplayFullSpell
653Solar Wind Tsunami.MOD					DESC:With a single arrow or thrown weapon, generate a phantom wave of arrows in a 60 ft. cone, inflicts 15d6 + IL (+20 max) points of damage to all in the area of effect.|!PRERULE:1,DisplayFullSpell
654Spinning Adamantine Axe.MOD				DESC:The character makes one unarmed attack against each foe in range, each successful strike inflicting an addition 10d6 points of damage which ignores damage reduction and knocks the foe prone.|!PRERULE:1,DisplayFullSpell
655Spinning Flurry Rush.MOD				DESC:Make two unarmed attacks at full base attack bonus against all targets within reach, inflicting an additional 4d6 points of damage per successful attack.|!PRERULE:1,DisplayFullSpell
656Spirit Sensing Stance.MOD				DESC:The disciple in this stance gains the scent special ability and can use it to sense incorporeal creatures that are hiding on the Ethereal plane are nearby.|!PRERULE:1,DisplayFullSpell
657Spiritual Weapon Stance.MOD				DESC:While in this stance, the character is treated as having ghost touch on offensive and defensive items and weapons, and attacks inflict an additional 2d4 points of force damage.|!PRERULE:1,DisplayFullSpell
658Spitting Cobra Stance.MOD				DESC:Increases damage done by thrown weapons.|!PRERULE:1,DisplayFullSpell
659Stance of Aggression.MOD				DESC:While in this stance the disciple suffers a -2 penalty on all attack rolls but gains +1d6 points of damage on successful attacks.|!PRERULE:1,DisplayFullSpell
660Stance of Piercing Rays.MOD				DESC:While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of fire damage.|!PRERULE:1,DisplayFullSpell
661Stance of the Defending Shell.MOD			DESC:Gain a +(CASTERLEVEL/4) bonus to shield AC.
662Stance of the Ether Gate.MOD				DESC:The disciple flows with dimensional power and may as a move action teleport up to his movement speed, or as a full round action move up to twice his movement speed.|!PRERULE:1,DisplayFullSpell
663Steady Hand.MOD						DESC:Increase the range on a ranged attacks by +30 ft..|!PRERULE:1,DisplayFullSpell
664Steel Axe Kick.MOD					DESC:The character delivers a devastating spinning kick that inflicts an additional 10d6 points of damage and potentially stuns target for one round.|!PRERULE:1,DisplayFullSpell
665Steel Coils.MOD						DESC:Constrict for 4d6+Dexterity modifier damage while grappling.|!PRERULE:1,DisplayFullSpell
666Steel Fang.MOD						DESC:Attack which ignores DR and inflicts an additional 8d6 points of damage, potential to daze an opponent.|!PRERULE:1,DisplayFullSpell
667Steel Flurry Strike.MOD					DESC:Make three unarmed attacks on a target enemy, inflicting up to +3d6 points of damage on each strike.|!PRERULE:1,DisplayFullSpell
668Steel Grappler's Attitude.MOD				DESC:While in this stance, count as one size category larger when calculating CMB and CMD for grapple, bull rush, and overrun attempts, and add primary initiator attribute modifier to CMB and CMD for grapple, bull rush, and overrun attempts and resistance.|!PRERULE:1,DisplayFullSpell
669Steel Shell.MOD						DESC:Make an opposed attack roll plus shield bonus against opponents attack to negate it, if failed gain DR 20/- against the attack.|!PRERULE:1,DisplayFullSpell
670Sting of the Adder.MOD					DESC:Attack that inflicts an additional 5d6 points of damage and 1d4 points of Wisdom damage, with an additional 2 points of Wisdom damage the following round.|!PRERULE:1,DisplayFullSpell
671Sting of the Asp.MOD					DESC:Attack that inflicts an additional 1d6 points of damage and 2 points of Strength damage, with an additional 2 points of Strength damage the following round.|!PRERULE:1,DisplayFullSpell
672Sting of the Cobra.MOD					DESC:Attack that inflicts an additional 12d6 points of damage and 2d4 points of Constitution damage, with an additional 2 points of Constitution damage the following two rounds.|!PRERULE:1,DisplayFullSpell
673Sting of the Rattler.MOD				DESC:Attack that inflicts an additional 1d4 points of damage plus 1d4 damage the following round.|!PRERULE:1,DisplayFullSpell
674Sting of the Viper.MOD					DESC:Attack that inflicts an additional 8d6 points of damage and 1d6 points of Charisma damage, with an additional 2 points of Charisma damage the following two rounds.|!PRERULE:1,DisplayFullSpell
675Storm of Iron Fists Strike.MOD			DESC:The character makes a full attack as a standard action and each strike inflicts an additional 4d6 points of damage that ignores damage reduction. Each successful hit increases Fortitude save DC to resist being reduced to -1 hit points.|!PRERULE:1,DisplayFullSpell
676Strategic Blow.MOD					DESC:Make a successful melee attack on a target, strike inflicts 8d6 points of additional damage and grants an ally within 10 ft. of the disciple a move action.|!PRERULE:1,DisplayFullSpell
677Strike of Defeat.MOD					DESC:Make a melee attack against a foe, deals additional damage based on current hit points.|!PRERULE:1,DisplayFullSpell
678Stunning Solar Flare.MOD				DESC:Make a ranged attack against a foe, if successful the target takes an additional +8d6 points of damage and has a chance of being stunned.|!PRERULE:1,DisplayFullSpell
679Sun Dips Low.MOD						DESC:Make an opposed Acrobatics check against an attack to negate it.|!PRERULE:1,DisplayFullSpell
680Sunwalker Stance.MOD					DESC:May make attacks while moving, +2 AC vs ranged attacks.|!PRERULE:1,DisplayFullSpell
681Sweeping Tail.MOD						DESC:Make a trip attack against a foe with a +4 bonus.|!PRERULE:1,DisplayFullSpell
682Swift Claws.MOD						DESC:Attack a single target with two wielded weapons.|!PRERULE:1,DisplayFullSpell
683Tactical Snap.MOD						DESC:Melee attack allows a free trip attempt.|!PRERULE:1,DisplayFullSpell
684Tactical Strike.MOD					DESC:Make an attack, grant nearby ally the ability to move up to 10 ft.|!PRERULE:1,DisplayFullSpell
685Tail Slap.MOD						DESC:Unleash a powerful kick which inflicts an additional 3d6 points of damage and stuns an opponent for up to 1d4 rounds.|!PRERULE:1,DisplayFullSpell
686Dragon Warrior's Talons.MOD				DESC:When two-weapon fighting in this stance, all attacks made ignore damage reduction and inflict bleeding arterial wounds.|!PRERULE:1,DisplayFullSpell
687Taunting Turtle.MOD					DESC:Point out a single enemy and take an aggressive posture forcing the enemy to attack you on a failed Will save.|!PRERULE:1,DisplayFullSpell
688Tearing Fang.MOD						DESC:Attacks add +2d6 damage and causes 2 points of bleed damage for 1d4 rounds|!PRERULE:1,DisplayFullSpell
689Thrashing Blades.MOD					DESC:Make a full round attack as a standard action, each attack (including any unarmed or natural secondary attacks) at full attack bonus plus an additional 2d6 points of damage, suffer -4 penalty to AC.|!PRERULE:1,DisplayFullSpell
690Thrashing Dragon Frenzy.MOD				DESC:Make two melee attacks with two wielded weapons (two attacks per weapon) against each adjacent enemy surrounding the initiator.|!PRERULE:1,DisplayFullSpell
691Thrashing Dragon Twist.MOD				DESC:Make an attack with two wielded weapons (one attack per weapon) against each adjacent enemy surrounding the initiator.|!PRERULE:1,DisplayFullSpell
692Throwing Shell Cyclone.MOD				DESC:Thrown shell attacks all targets in 20 ft. radius before returning to discipline, inflicting 10d6 points of damage.|!PRERULE:1,DisplayFullSpell
693Throwing Shell.MOD					DESC:Hurl shield at target, inflicting shield bash damage and an additional 1d6 points of damage.|!PRERULE:1,DisplayFullSpell
694Throw the Blade Down.MOD				DESC:Make an opposed Acrobatics check against target's attack roll, if successful, make a 5ft step and throw opponent to the ground in your previous space to land prone.|!PRERULE:1,DisplayFullSpell
695Tortoise Defense.MOD					DESC:Subtract 5 ft. of movement per +1 to AC.|!PRERULE:1,DisplayFullSpell
696Triple Solar Reflection.MOD				DESC:Shot strikes four targets with one attack roll. First target takes +6d6 damage, second takes +4d6 damage, third takes +2d6 damage, and the fourth attack takes normal damage. No two targets can be more than 20 ft. apart.|!PRERULE:1,DisplayFullSpell
697Triumphant Lion's Leadership.MOD			DESC:Stance - Initiator and allies within 10 ft. of the disciple, gain +1d6 points of damage for every foe that the disciple has defeated during the encounter (max +5d6).|!PRERULE:1,DisplayFullSpell
698True Shot Stance.MOD					DESC:Ignore concealment, double the threat range on ranged attacks.|!PRERULE:1,DisplayFullSpell
699Turtle General's Stance.MOD				DESC:Halved movement, but shield automatically blocks line and cone effects, +2 AC to shield bonus.
700Turtle Knight's Stance.MOD				DESC:Stance that makes you difficult to move, grants improved uncanny dodge, and improves shield bonus by +4 so long as you do not move.
701Twisting Ether.MOD					DESC:Switch places within 30 ft. via teleportation with target willing ally.|!PRERULE:1,DisplayFullSpell
702Twisting Wind Shot.MOD					DESC:Make a ranged attack, inflict damage as a critical hit.|!PRERULE:1,DisplayFullSpell
703Unbreakable Panthera Guard.MOD			DESC:Make an opposed Survival check against a foe's attack roll to negate an attack that inflicts hit point damage and gain temporary hit points equal to twice the disciple's initiator level..|!PRERULE:1,DisplayFullSpell
704Unbreakable Stride Stance.MOD				DESC:While in this stance, the character takes no penalties moving through threatened areas and does not provoke attacks of opportunity when moving and gains the effects of freedom of movement.|!PRERULE:1,DisplayFullSpell
705Unbreakable Talons.MOD					DESC:When two-weapon fighting with light weapons, the disciple's attacks strike as adamantine and inflict an additional 4d6 points of damage.|!PRERULE:1,DisplayFullSpell
706Unfettered Movement.MOD					DESC:Gain an additional +10 ft. to base speed, +4 bonus to AC vs. attacks of opportunity.|!PRERULE:1,DisplayFullSpell
707Unlimited Aggression.MOD				DESC:By assuming an aggressive posture, force all enemies within 60 ft. to attack you if they fail a Will save.|!PRERULE:1,DisplayFullSpell
708Vaporform Crash.MOD					DESC:Make a melee attack against an incorporeal target, if successful the disciple becomes incorporeal and the target suffers 12d6 points of force damage and becomes corporeal; the switch in body state lasts for 1d4 rounds.|!PRERULE:1,DisplayFullSpell
709Vicious Snapping Strike.MOD				DESC:Melee attack inflicts an additional 5d6 points of damage, halves opponent's movement speed for their turn.|!PRERULE:1,DisplayFullSpell
710Vicious Swipe.MOD						DESC:Make a successful melee attack, attack inflicts an additional +3d6 and potentially dazes opponent.|!PRERULE:1,DisplayFullSpell
711Virulence.MOD						DESC:Increase the DC on a single poison by +5|!PRERULE:1,DisplayFullSpell
712War Lion's Charge.MOD					DESC:Make a charge attack against a foe which does not provoke attacks of opportunity, if successful the attack inflicts an additional 14d6 points of damage and potentially stuns the opponent for one round.|!PRERULE:1,DisplayFullSpell
713Warning Roar.MOD						DESC:Make an opposing Diplomacy check to negate an enemy's attack on a nearby ally.|!PRERULE:1,DisplayFullSpell
714Warp Worm.MOD						DESC:Make a touch attack against up to three targets which must be no farther apart than 20 ft. from each other, teleport through them inflicting 10d6 points of force damage and appear up to 15 ft. from the final target.|!PRERULE:1,DisplayFullSpell
715Weakening Venom Prana.MOD				DESC:Next attack inflicts an additional 2 Strength damage.|!PRERULE:1,DisplayFullSpell
716Weeping Scarlet Razor.MOD				DESC:Arterial strike that inflicts an additional 4d6 points of damage and grants the bleeding condition on the target.|!PRERULE:1,DisplayFullSpell
717Wrath of the Primal Hunter.MOD			DESC:Make a charge attack against a target without provoking attacks of opportunity and at the end of the charge the disciple makes a full attack with deadly accuracy and force.|!PRERULE:1,DisplayFullSpell
718Wyrmling's Fang.MOD					DESC:Thrown weapon inflicts an additional 1d6 points of damage.|!PRERULE:1,DisplayFullSpell
719
720#Block: Black Seraph
721Black Seraph's Glare.MOD				DESC:Damage foes to make a demoralization attempt as a free action with a +4 profane bonus.|!PRERULE:1,DisplayFullSpell
722Gutstrike.MOD						DESC:Make an attack, chance to sicken opponent for one round.|!PRERULE:1,DisplayFullSpell
723Ravaging Blow.MOD						DESC:Make an attack, inflict an additional 1d6 points of profane damage and the target is shaken for one round.|!PRERULE:1,DisplayFullSpell
724Savage Stance.MOD						DESC:When wielding a weapon in two hands, -2 to attacks and add an additional 1d8 points of damage.|!PRERULE:1,DisplayFullSpell
725Strength of Hell.MOD					DESC:Gain +2 profane bonus to attack rolls, add 1d6 points of damage, -2 penalty to AC.|!PRERULE:1,DisplayFullSpell
726Voracious Drive.MOD					DESC:Charging attack, deals an additional 1d6 damage.|!PRERULE:1,DisplayFullSpell
727Fear Eating Technique.MOD				DESC:Successful demoralization restores 2d6 +1/initiator level in hit points.|!PRERULE:1,DisplayFullSpell
728Inner Demon Strike.MOD					DESC:Attack deals an additional 4d6 points of profane damage; initiator suffers 1d6 points of damage.|!PRERULE:1,DisplayFullSpell
729Intimidating Force.MOD					DESC:Make an Intimidate check to avoid an attack.|!PRERULE:1,DisplayFullSpell
730Seraph's Wrath.MOD					DESC:Melee strike that adds +2d6 damage and forces your foe to make a Reflex save to not be knocked prone.|!PRERULE:1,DisplayFullSpell
731Shadow Feather Strike.MOD				DESC:Ranged touch attack that attacks your foe with feathers of shadow doing 4d6 + initiator level profane damage.|!PRERULE:1,DisplayFullSpell
732Black Seraph Battle Stance.MOD			DESC:The initiator's weapon gains the unholy special weapon property and he gains the benefits of a protection from good spell.|!PRERULE:1,DisplayFullSpell
733Savage Drive.MOD						DESC:Charging attack, deals an additional 4d6 damage.|!PRERULE:1,DisplayFullSpell
734Taunting Laugh.MOD					DESC:Make an Intimidate check to give your opponent pause, causing your foe to become demoralized and flat-footed.|!PRERULE:1,DisplayFullSpell
735Tendon Rip.MOD						DESC:Melee attack inflicts an additional 2d6 points of damage; halves the opponent's move speed for 1d4 rounds.|!PRERULE:1,DisplayFullSpell
736Unfettered Progression.MOD				DESC:Make a 10-ft movement without attacks of opportunity, next attack inflicts +2d6 points of damage and ignores DR.|!PRERULE:1,DisplayFullSpell
737Bilious Strike.MOD					DESC:Powerful strike that damages the target's insides, inflicting +6d6 profane damage and nauseates.|!PRERULE:1,DisplayFullSpell
738Circle of Razor Feathers.MOD				DESC:Make a 30-ft area attack of cutting feathers, resulting in 8d6 points of profane damage and potentially sicken foes.|!PRERULE:1,DisplayFullSpell
739Vengeful Riposte.MOD					DESC:Make a free counterattack at target and target is staggered with agony.|!PRERULE:1,DisplayFullSpell
740Walk in the Dark.MOD					DESC:Initiator is surrounded by an aura of darkness, gains darkvision and may frighten foes within this aura.|!PRERULE:1,DisplayFullSpell
741Abyssal Lance.MOD						DESC:Ranged touch attack which deals 10d6 points of profane damage, chance to stun.|!PRERULE:1,DisplayFullSpell
742Sensory Rip.MOD						DESC:Strike at the face of an opponent, inflicts an additional 1d4 Charisma damage and has a chance to blind the opponent.|!PRERULE:1,DisplayFullSpell
743Sharing the Dark Soul.MOD				DESC:Make an attack, deals an additional 8d6 profane damage, imposes a -4 penalty on Will saves and level to resist demoralization attempts.|!PRERULE:1,DisplayFullSpell
744Soul Consumption.MOD					DESC:Draw power and health from fallen foes, healing 3d8 plus initiator level upon killing a target.|!PRERULE:1,DisplayFullSpell
745Abyssal Drive.MOD						DESC:Charging attack, deals an additional 8d6 points of damage, leaves foe sickened for 1d4 rounds.|!PRERULE:1,DisplayFullSpell
746Black Seraph's Wrath.MOD				DESC:Make an Intimidate check, add the result as profane damage to next successful attack.|!PRERULE:1,DisplayFullSpell
747Razor Wings of the Black Seraph.MOD			DESC:Gain a fly speed, +2 profane bonus to AC, and gain the use of the Whirlwind Attack feat.|!PRERULE:1,DisplayFullSpell
748Shadow Raptor Swarm.MOD					DESC:A 30-ft cone of screaming, shadowy birds causing 12d6 profane damage and leaves foes shaken.|!PRERULE:1,DisplayFullSpell
749Armageddon Lance.MOD					DESC:Ranged touch attack which deals an additional 14d6 points of damage and panics target.|!PRERULE:1,DisplayFullSpell
750Charge of the Ravager.MOD				DESC:Make a charge attack, may make a full attack upon target, make attacks on foes along charge path, inflicts +2d6 points of damage per attack without provoking attacks of opportunity.|!PRERULE:1,DisplayFullSpell
751Consumption Strike.MOD					DESC:Make an attack, deals an additional +10d6 points of damage, gain this damage as temporary hit points.|!PRERULE:1,DisplayFullSpell
752Devastating Riposte.MOD					DESC:Intimidate check against an attack, counter attack that adds 8d6 points of damage.|!PRERULE:1,DisplayFullSpell
753Apocalyptic Strike.MOD					DESC:Damaging attack which deals 16d6 in 40-ft radius and daze opponents within for one round.|!PRERULE:1,DisplayFullSpell
754Soul Crusher.MOD						DESC:Strike which attacks the opponent's will to live, inflicting +3d4 Charisma damage.|!PRERULE:1,DisplayFullSpell
755Vampiric Aura.MOD						DESC:20 ft radius aura which deals 2d6 profane damage to all within it and heals a like amount to the initiator.|!PRERULE:1,DisplayFullSpell
756Void Seraph Strike.MOD					DESC:Ranged touch attack causing a foe to be covered in shadowy birds causing 6d6 points of damage per round for 1d4 rounds. This also this gives the foe a 50%% miss chance for you and your allies|!PRERULE:1,DisplayFullSpell
757Black Seraph Onslaught.MOD				DESC:Make an extra attack at your full base attack bonus, -2 to hit and to AC, deals an additional 4d6 points of profane damage and nauseates foes.|!PRERULE:1,DisplayFullSpell
758
759#Block: Silver Crane
760Crane Step.MOD						DESC:Make a free 5-ft step.|!PRERULE:1,DisplayFullSpell
761Enduring Crane Strike.MOD				DESC:Successful melee attack heals the initiator or ally within 30-ft 1d6 points of damage.|!PRERULE:1,DisplayFullSpell
762Eyes of the Crane.MOD					DESC:When making Perception checks or rolls against concealment, roll twice and use the better of the two rolls, and may use detect evil as a spell-like ability at will.|!PRERULE:1,DisplayFullSpell
763Flashing Wings.MOD					DESC:Melee attack that dazzles an opponent and inflicts +1d4 damage.|!PRERULE:1,DisplayFullSpell
764Silver Crane Waltz.MOD					DESC:Gain a +4 bonus to initiative checks and +2 to Reflex saves and to AC, increasing every eight levels.|!PRERULE:1,DisplayFullSpell
765Silver Strike.MOD						DESC:Roll two attack rolls; use the better of the two rolls to determine result.|!PRERULE:1,DisplayFullSpell
766Blazing Crane's Wing.MOD				DESC:Add 2d6 points of damage to attacks against undead or evil outsiders.|!PRERULE:1,DisplayFullSpell
767Blessed Pinions.MOD					DESC:Melee attack deals an additional 2d6 sacred damage, strikes incorporeal creatures or possessing creatures without harming the host.|!PRERULE:1,DisplayFullSpell
768Defensive Step.MOD					DESC:Make Perception check opposing opponent's attack roll, if successful make a free 5-ft step to evade the attack.|!PRERULE:1,DisplayFullSpell
769Emerald Displacement Strike.MOD			DESC:Make a successful attack, target suffers 20%% miss chance and Perception penalties.|!PRERULE:1,DisplayFullSpell
770Exorcism Strike.MOD					DESC:Melee attacks inflicts an additional 6d6 sacred damage to undead and evil outsiders; chance to daze.|!PRERULE:1,DisplayFullSpell
771Silver Crane's Blessing.MOD				DESC:Upon a successful attack, initiator or ally within 30-ft is healed 2d6 plus initiation modifier points of damage.|!PRERULE:1,DisplayFullSpell
772Silver Knight's Blade.MOD				DESC:Attack inflicts an additional 4d6 points of damage, heals that damage to initiator or nearby ally.|!PRERULE:1,DisplayFullSpell
773Stance of the Silver Crane.MOD			DESC:Weapons wielded by the initiator gain the holy weapon quality, and the initiator radiates a protection from evil.|!PRERULE:1,DisplayFullSpell
774Sacred Pinions.MOD					DESC:Melee attack deals an addition 5d6 sacred damage, strikes incorporeal or possessing creatures and stuns them for 1d4 rounds.|!PRERULE:1,DisplayFullSpell
775Sapphire Displacement Strike.MOD			DESC:Make a successful melee attack, target suffers 50%% miss chance.|!PRERULE:1,DisplayFullSpell
776Silver Crane Resurgence.MOD				DESC:Initiator or ally within 30-ft may re-roll a save with +4 sacred bonus.|!PRERULE:1,DisplayFullSpell
777Silver Crane's Leap.MOD					DESC:Move up to normal movement speed without provoking attacks of opportunity.|!PRERULE:1,DisplayFullSpell
778Argent Knight's Banner.MOD				DESC:Make a successful charge attack, inflicts an additional 8d6 points of damage, heals initiator and all allies within 30-ft for 5d6 hit points.|!PRERULE:1,DisplayFullSpell
779Emerald-Tipped Feathers.MOD				DESC:Gain DR 20/evil against a single attack.|!PRERULE:1,DisplayFullSpell
780Silver Crane's Spiral.MOD				DESC:Make a single attack at full attack bonus +2 against each adjacent enemy.|!PRERULE:1,DisplayFullSpell
781Stance of the Crane Knight.MOD			DESC:Gain a fly speed equal to twice your base speed and DR 10/evil, radiate light.|!PRERULE:1,DisplayFullSpell
782Argent King's Scepter.MOD				DESC:Make a successful melee attack, inflicts an additional 12d6 points of damage, heals initiator 60 points of damage.|!PRERULE:1,DisplayFullSpell
783Holy Pinions.MOD						DESC:Melee attack deals an additional 10d6 sacred damage, strikes incorporeal or possessing creatures and makes them corporeal for one minute.|!PRERULE:1,DisplayFullSpell
784Silver Crane Endurance.MOD				DESC:Initiator gains fast healing 5.|!PRERULE:1,DisplayFullSpell
785Silver Crane's Mercy.MOD				DESC:Upon successful attack, initiator or ally within 30-ft is healed 9d6 points of damage.|!PRERULE:1,DisplayFullSpell
786Diamond Displacement Strike.MOD			DESC:Make a successful melee attack, target is rendered blind and deaf permanently.|!PRERULE:1,DisplayFullSpell
787Diamond-Tipped Feathers.MOD				DESC:Gain DR 30/evil for one attack or negate one condition upon the initiator.|!PRERULE:1,DisplayFullSpell
788Holy Rush.MOD						DESC:Teleport yourself to a nearby ally's adjacent square within 50-ft.|!PRERULE:1,DisplayFullSpell
789Benediction of the Silver Crane.MOD			DESC:Upon a successful attack, initiator and all allies within 30 ft. are healed for 12d6 points of damage.|!PRERULE:1,DisplayFullSpell
790Celestial Pinions.MOD					DESC:Melee attack that strikes incorporeal creatures, inflicts an additional 15d6 points of sacred damage or slays incorporeal creatures.|!PRERULE:1,DisplayFullSpell
791Diamond Wings of the Imperial Crane.MOD		DESC:Gain spell resistance and a +4 sacred bonus to saves, effects resisted heal the initiator.|!PRERULE:1,DisplayFullSpell
792Strike of Silver Exorcism.MOD				DESC:Melee attack inflicts +80 sacred damage, or +120 damage to/slays undead or evil outsiders.|!PRERULE:1,DisplayFullSpell
793
794
795###Block: Maneuver and Stance long descriptions
796# Spell Name						Description
797Adamantine Fang.MOD					DESC:When initiating this maneuver, the disciple congeals the totality of his ki along his weapon which glitters almost like a diamond just before he strikes. The disciple makes an attack against an opponent, and if successful, the attack deals an additional 12d6 points of damage and bypasses all damage reduction the target may possess. The awesome force of the disciple's ki is so strong that it has the potential to paralyze the opponent on a failed Will save (DC 18 + primary initiator attribute modifier) for one round. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
798Adamantine Knuckle.MOD					DESC:The sheer ferocity and focus of the disciple's ability in the unarmed combat area rivals that of the ki wielders in the world. By tightening his knuckles, long since numb with scars and digging deep within, the disciple strikes with steel shattering force. Once initiated, for the rest of the initiator's turn all attacks he makes with this boost inflict an additional 4d6 points of damage and ignore the target's damage reduction or an object's hardness.|PRERULE:1,DisplayFullSpell
799Adamantine Shell.MOD					DESC:By seemingly empowering his shield with his will and perfectly setting himself against an attack, the Iron Tortoise master may attempt to render almost any attack against his person harmless. The initiator makes an opposed attack roll using his base attack bonus plus shield bonus to AC, if successful negate the attack. On a failed opposed attack roll, instead gain DR 50/- against that attack.|PRERULE:1,DisplayFullSpell
800Aggravated Wounds.MOD					DESC:By making aggravating wounds and aggressive, intimidating postures, the disciple's attacks possess an unusual amount of threatening power. Each successful melee attack the initiator makes causes those hit by those attacks to suffer a -4 cumulative penalty on attack rolls against any target except the initiator himself.|PRERULE:1,DisplayFullSpell
801Alacrity on Wing.MOD					DESC:With reflexes honed from many combats, the disciple may react to danger with speed so great he may even attack multiple times while he evades the unlucky attacker. The initiator makes an opposed Acrobatics check against the target's attack roll; if successful the attack is negated and the initiator may make a melee attack for two wielded weapons or unarmed strikes with an additional +2d6 points of damage.|PRERULE:1,DisplayFullSpell
802Alpha's Roar.MOD						DESC:With an awesome cry for victory and bravery from his allies, the Golden Lion disciple bolsters the defenses and attacks for a moment as his allies cannot help themselves but to win. Allies within 30 ft. of the disciple gain a +4 morale bonus to their savings throws and increase to the DC's of their abilities (maneuvers, spells, powers, etc) for one round.|PRERULE:1,DisplayFullSpell
803Altered Penumbra.MOD					DESC:Position is relative to the Veiled Moon disciple's thinking, and his position in the universe is mutable. Using these principles, the disciple may circumvent reality to remove himself from harms way when necessary. The initiator makes a Stealth check opposing the attacker's Perception check; if successful then the initiator may teleport to any spot within 10 ft. away from his current position and leave a minor image duplicate of himself behind to take the attack of his foe in his place. Minor images created by this counter last for 1d4 rounds or until dispersed. This ability may be used to defend against spells and effects that directly target the initiator with an attack roll (such as ranged touch effects) or for those that allow for a Reflex save. If the attack would still encompass an area to where the initiator is teleporting to (such as with the fireball spell), the initiator would still be struck by the attack.|PRERULE:1,DisplayFullSpell
804Anchoring Spirit.MOD					DESC:The Veiled Moon disciple pulls himself fully into the Ethereal and manifests a ghostly apparition of his form upon the Material, and in doing so he locks his immediate area for travel through the Ethereal or Astral plane. While in this stance, the initiator gains the incorporeal subtype and anyone within 30 ft. of the disciple's position who attempts to use an effect with the [Teleportation] type automatically fail unless they are the disciple himself or anyone he allows, or if they can beat the initiator in a opposed initiator level check (using their caster or initiator level).Once outside of his range, then these effects function normally. If two or more disciples of Veiled Moon enter this stance within each other's radius of effect, the stance ceases to function while any amount of their affected area crosses. This is an Ethereal plane using maneuver.|PRERULE:1,DisplayFullSpell
805Ancient's Fang.MOD					DESC:With a powerful overhand throw, the Thrashing Dragon disciple hurls one of his blades into his foe's form with the force and power rivaling the snapping jaws of an ancient dragon. The initiator must make a ranged attack against a target by throwing a weapon with a range increment (such as a dart, dagger or shuriken) or an improvised throwing weapon (normal rules and penalties apply for improvised weapons). If this attack is successful, the attack inflicts an additional 4d6 points of damage.|PRERULE:1,DisplayFullSpell
806Angering Smash.MOD					DESC:By making a quick shield bash, the disciple taunts and aggravates his foes into striking at himself solely. The initiator makes a melee shield bash attempt upon a creature, and if successful, they suffer a -4 penalty on attack rolls to attack any other target but the initiator.|PRERULE:1,DisplayFullSpell
807Aurora Break.MOD						DESC:The Solar Wind disciple masters the light of the sky and burns with a nimbus of colors from sunset to the far northern lights. All ranged attacks made by the initiator inflict an additional 8d6 points of fire damage for the round. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
808Banish to the Beyond.MOD				DESC:The ultimate technique of the Veiled Moon disciple is the ability to lay a mark against a target and shunt him gently into the Astral plane where he may ponder his reasons for crossing the likes of a master. The initiator makes a melee touch attack against a target, who then makes a Will save (DC 19 + primary initiator attribute modifier modifier). Failure indicates that the target is shifted fully into the Astral plane, body and all, and the target may not return to the Material plane for one day per two initiator levels of the disciple (maximum of 10 days). If the foe has no way to return to the Material plane after this duration has expired, he is effectively stranded. If the target succeeds his saving throw, he is still shunted to the Astral plane, but returns automatically to the Material plane after one minute. While in the Astral plane, the target is tethered to the location he occupied before being pushed into the Astral Plane with a silver cord as normal.|PRERULE:1,DisplayFullSpell
809Battle Dragon's Stance.MOD				DESC:The Battle Dragon's Stance shows the disciple how to balance his fighting style and through this centering of being, he may find speed, finesse, and power. While in the Battle Dragon's Stance, the disciple reduces his two-weapon fighting penalties by 2, and gains a +4 bonus to Initiative checks and to melee damage while fighting with two weapons.|PRERULE:1,DisplayFullSpell
810Bend with the Wind.MOD					DESC:The graceful, flowing movements of the Thrashing Dragon's dance helps defend the disciple in combat while providing him the ability to move through danger unscathed. While in this stance, if the disciple is attacked and the attacker misses, the initiator may either gain a +2 dodge bonus for each attack that misses him until his next turn, or he may make a free 5ft step away from his attacker or within a threatened square (which does not provoke attacks of opportunity). The initiator can mix which benefit he wishes to gain from this stance from multiple missed attacks. If the initiator does not have a free 5ft space in which to move to, the initiator can gain neither bonus due to being constrained and having no room to move around in.|PRERULE:1,DisplayFullSpell
811Bite the Mongoose.MOD					DESC:Inevitably, the disciple of Steel Serpent will be struck in combat and through the use of this technique; he learns to make his foe regret his actions. Just as the cobra often poisons the foolish mongoose, so does the disciple of Steel Serpent poison his foe. Upon being struck in combat, the disciple takes advantage of the opening that his injury makes available and strikes out once with poisoned, life sapping ki energies. Make an immediate attack at full base attack bonus against the opponent that has successfully attacked you; if this attack hits it inflicts an additional 6d6 points of damage and 1d6 Constitution damage (Fortitude save DC 17 + primary initiator attribute modifier halves this Constitution damage). This is a supernatural ability.|PRERULE:1,DisplayFullSpell
812Blade-Breaking Counter.MOD				DESC:An opponent cannot hurt you with his weapon if a weapon does not exist to do it. The Primal Fury disciple takes this to heart with a powerful parrying blow designed to shatter the weapon that his opponent uses before it can strike him. When being attacked, this counter is initiated after a successful hit but before damage is inflicted. The initiator then makes an immediate sunder attempt with a +2 circumstance bonus on his foe's weapon (which does not provoke attacks of opportunity), and if the the weapon is reduced to half of it's hit points, then it gains the broken condition and the disciple takes half damage from the attack. If this sunder attempt reduces the opponent's weapon to 0 hit points, then the weapon shatters and the disciple takes no damage. If the initiator possesses the Greater Sunder feat, excess damage is applied to the target as per normal.|PRERULE:1,DisplayFullSpell
813Blade of Breaking.MOD					DESC:A Scarlet Throne disciple knows that sometimes that to defeat the beast, you must remove its claws. By clashing blades with a foe to set their weapon vibrating, the disciple then delivers a final smashing blow in an attempt to shatter it. The disciple may make a sunder attempt with a +4 competence bonus against his foe's weapon without provoking attacks of opportunity.|PRERULE:1,DisplayFullSpell
814Blade of Fury.MOD						DESC:The disciple taps into hidden reserves of fury within himself to pour his all into this strike. The initiator expends a swift action to use this boost as part of a charge attack, adding your initiator level to both the attack roll and damage roll as a circumstance bonus.|PRERULE:1,DisplayFullSpell
815Blade of Perfection.MOD					DESC:In an instant of perfect clarity, the disciple finds his moment to strike true. The disciple simply strikes the opponent with deadly swiftness, penetrating defenses as if they were not even there. This attack automatically hits its target and ignores damage reduction. For the purposes of counters that have system that oppose an attack roll, treat this attack as if the disciple had rolled a natural 20. Additionally, this strike is treated as if it had scored a critical threat, and he may roll to confirm the critical threat to resolve the strike as a critical hit.|PRERULE:1,DisplayFullSpell
816Blend with the Night.MOD				DESC:Practitioners of the Steel Serpent discipline are known for their ability to disappear into plain sight and reappear moments later, unleashing their devastating skill upon a subject. The disciple who initiates this maneuvers gains the benefits of being under the effects of a greater invisibility spell for one round, and during that round, he gains 2d6 points of sneak attack damage per attack he makes that round (as per the rogue class feature). This is a supernatural ability.|PRERULE:1,DisplayFullSpell
817Blinding Ray Shot.MOD					DESC:The disciple wraps incandescent light with the brightness of the midday sun around his weapon and lets fly at an opponent. The initiator makes an attack against a target creature and if successful, the target is blinded for 1d4 rounds. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
818Blinding the Bull.MOD					DESC:When a Solar Wind disciple finds the perfect shot, he makes sure that the attack is as destructive as a tornado on the plains. The initiator may use this boost to automatically confirm a critical threat he has made on a ranged attack.|PRERULE:1,DisplayFullSpell
819Blood-Spray Strike.MOD					DESC:The Primal Fury disciple makes a chest-ruining arterial strike on his foe, causing the enemy to suffer grievous amounts of injury. The initiator makes an attack against a target foe and if successful, inflicts an additional 8d6 points of damage and inflicts 2d4 points of Constitution damage due to striking vital areas and organs. If the target is immune to critical hits, the target does not suffer this Constitution damage.|PRERULE:1,DisplayFullSpell
820Bloody Riposte.MOD					DESC:Stoking the furnace of rage within him upon receiving injury, the disciple uses the momentary lapse in his attacker's defenses when struck in combat to make a vicious riposte. Upon being struck in combat by an enemy, the initiator may make an immediate counter attack at his full base attack bonus with a +2 circumstance bonus on the attack roll.|PRERULE:1,DisplayFullSpell
821Body of the Night.MOD					DESC:A wielder of the secrets of Steel Serpent knows his body and how to use it effectively in the art of stealth. By learning to manipulate his ki flows to obfuscate his movements from sight and to use his body control to mask the sounds of his passage. The disciple may add his ranks in the Heal skill to his ranks in the Stealth skill when making a Stealth check while in this stance as a competence bonus. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
822Brawler's Attitude.MOD					DESC:By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.|PRERULE:1,DisplayFullSpell
823Breath of the Moon.MOD					DESC:The moon is a source of madness, so the legend goes, and by using the principles of lunar cycles on the psyche of mortals, the disciple may temporarily relieve a target of their sanity for a few moments in combat. The initiator must make a melee attack against a target creature, and if successful, in addition to damage the target must make a Will save (DC 14 + primary initiator attribute modifier modifier) or be confused (as the spell confusion) for 1d4 rounds; after the application of this maneuver, the subject briefly forgets that the initiator exists and thus may not target the initiator while confused.|PRERULE:1,DisplayFullSpell
824Brilliant Moon.MOD					DESC:By partially phasing a portion of his attack out of this reality, the disciple may ignore certain obstacles, such as armor, when striking at an opponent. The initiator makes an attack roll and ignores the target's armor bonus to AC (unless this armor bonus comes from a force effect, such as mage armor). A successful hit inflicts an additional 4d4 points of force damage from the spiritual power the disciple infuses into the attacks|PRERULE:1,DisplayFullSpell
825Broken Blade Riposte.MOD				DESC:Sometimes to give, one has to take. This ebb and flow that the disciple has mastered allows him to focus his pain into a force counter blow to drive his opponent back. After being struck in melee combat, the initiator may make an immediate counter attack at his full base attack bonus and this attack inflicts an additional 3d6 points of damage and pushes the target away from the initiator 5ft; this movement does not provoke attacks of opportunity.|PRERULE:1,DisplayFullSpell
826Broken Blade Stance.MOD					DESC:The disciple of the Broken Blade has learned the flows of combat to a degree and has the insight necessary to see the path to victory through the patterns of steel his opponents weave before his eyes. While in this stance, the initiator gains a competence bonus to Acrobatics checks to avoid attacks of opportunity equal to his initiator level, and may make an additional attack with his unarmed strike or a discipline weapon when making a full attack action. If the initiator is two weapon fighting, he gains this extra attack for both hands.|PRERULE:1,DisplayFullSpell
827Bronze Knuckle.MOD					DESC:With a spectacular crack of his knuckles, the disciple delivers an extra-potent blow to his foe in the form of a bone-crushing strike. As part of a unarmed attack or a strike from this discipline, the initiator's for the duration of his turn inflict an additional 2d6 points of damage and these attacks ignore a target's damage reduction.|PRERULE:1,DisplayFullSpell
828Brutal Dragon's Stance.MOD				DESC:A Thrashing Dragon disciple sometimes realizes that the best defense is having a field of lifeless opponents at his feet. By adopting the mannerisms of the rampant dragon, he inflicts heavy, chopping blows that decimate his foes as he wades through their broken forms. While in this stance and wielding two-weapons, the initiator suffers a -2 penalty to AC and gains a damage bonus to all melee attacks and unarmed strikes equal to 2d6 + the initiator's primary initiator attribute modifier.|PRERULE:1,DisplayFullSpell
829Burning Break.MOD						DESC:The burning wrath of the sun itself takes root in the disciple's ammunition as he lets loose the wrath of the Solar Wind. All ranged attacks made by the initiator this round inflict an additional 5d6 points of fire damage. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
830Burning Venom Prana.MOD					DESC:By focusing his ki along the edge of a close combat weapon, the disciple readies his energies to disrupt his foe's mind with burning mental fire. The next attack that the disciple makes inflicts 1d4 points of Wisdom damage to his opponent unless the foe succeeds on a (DC 15 + primary initiator attribute modifier) Fortitude saving throw. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
831Burnished Shell.MOD					DESC:By angling one's shield correctly and stepping into an enemy spell's effect, he may deflect the power of the spell that targets him. Spells or powers countered by this ability must be targeted spells (one cannot Burnished Shield a fireball as, for example, it must be specifically targeted at the initiator) with the martial disciple as the target. The initiator makes an attack roll using his base attack bonus plus his shield bonus to AC opposing the enemy's caster level. If successful, the spell or effect is negated.|PRERULE:1,DisplayFullSpell
832Call to Action.MOD					DESC:With a mighty blow, the disciple aids an ally by providing an opening in combat to move by an opponent. The initiator makes a melee attack, inflicting an additional 2d6 points of damage and granting an adjacent ally an immediate move action.|PRERULE:1,DisplayFullSpell
833Cartwheel Axe Kick.MOD					DESC:With a quick handspring into a cartwheel or flip, the disciple of the Broken Blade levels a powerful axe kick at his foe. The initiator must make an Acrobatics check with a DC of 15; if successful the initiator may either move 10 ft. towards or away from a target creature without provoking attacks of opportunity. The initiator makes his unarmed attack roll (before he moves if he's moving away, or after he moves if he's approaching a target) and if successful, this kick inflicts an additional 2d6 points of damage.|PRERULE:1,DisplayFullSpell
834Charge of the Battle Cat.MOD				DESC:Like the charge of the mighty lion as he takes his prey to the ground, the Golden Lion disciple charges into battle, heedless of his enemies, to crash into his chosen foe with a mighty strike, knocking him to the ground at his feet. The initiator makes a charge attack, inflicting an additional 4d6 points of damage. Additionally, the foe must make a Reflex save (DC equal to 14 + initiator modifier) or be knocked prone from the strike.|PRERULE:1,DisplayFullSpell
835Charge of the Battle Panthera.MOD			DESC:With a running start that ends in a blood-drenched finish, the disciple mimics the final moments of the hunting great cat as he delivers the death blow to his prey. The initiator makes a charge attack against a target, and if successful he inflicts an additional 12d6 points of damage and the target must make a Reflex save (DC 16 + primary attribute modifier) or be knocked prone.|PRERULE:1,DisplayFullSpell
836Circling the Prey.MOD					DESC:With practiced precision and a quick shout, the disciple and his allies move in unison for better strategic advantage. The initiator's shout grants himself and his allies a free 5ft step that must be taken when this boost is used.|PRERULE:1,DisplayFullSpell
837Circular Stance.MOD					DESC:Practitioners of Scarlet Throne know that to be a lord amongst warriors, he must walk the path of battle alone, and they understand that often times that may be beset by all sides. By adopting the Circular Stance, the disciple learns to defend himself from the predations of those who would think him outflanked. While in this stance, the initiator is never considered flanked (this thwarts sneak attack attempts as well, provided that the rogue or ninja's level does not exceed the disciple's initiator level by 4 or more).|PRERULE:1,DisplayFullSpell
838Cornered Frenzy Strike.MOD				DESC:As an animal cornered lashes out at all comers, so does the Primal Fury disciple when he finds himself surrounded. By using his intuition and striking where he feels a foe to be, he uses his instincts as a powerful weapon. As a full attack action, the initiator makes an attack roll at full base attack bonus against each target within his reach with each weapon he is currently wielding (including natural attacks; armor and shield spikes always count as wielded weapons), and each successful attack, the initiator inflicts an additional 5d6 + initiator modifier. After initiating this maneuver, the initiator's focus on offense causes his AC to suffer, taking a -2 penalty.|PRERULE:1,DisplayFullSpell
839Counter Step.MOD						DESC:With a twist of his body or a nimble hop, the disciple of the Broken Blade avoids a blow with a practiced step. The initiator makes an opposed Acrobatics check against an attacker's melee attack roll. If successful, the initiator may make an immediate 5ft step to a location that is not being threatened by his attacker without provoking attacks of opportunity. If no such square exists, than this counter cannot be used.|PRERULE:1,DisplayFullSpell
840Crippling Strike.MOD					DESC:By specifically targeting a victim's most vulnerable areas, the disciple is capable of rending arterial injuries upon his foe. The initiator initiating this maneuver inflicts an additional 2d6 points of damage upon a successful melee attack, and his victim gains the bleeding condition suffering 1d3 points of damage per round until the application of any spell or effect that cures hit point damage or someone staunches the blood with a DC 15 Heal check.|PRERULE:1,DisplayFullSpell
841Crushing Blow.MOD						DESC:By bringing his weapon high and bringing it down with ferocious finality, the disciple's forceful blow is enough to weaken the defenses of his foe momentarily. The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 11 + initiator modifier).|PRERULE:1,DisplayFullSpell
842Cursed Fate.MOD						DESC:The disciple can befuddle and bewilder his opponent with this strike, causing a grave imbalance in the psyche of the victim. The initiator must make a successful melee attack against the target and the target must attempt a Will save (DC 12 + primary initiator attribute modifier modifier) or lose their move action on their next turn.|PRERULE:1,DisplayFullSpell
843Curving Ray Shot.MOD					DESC:The disciple's keen eyes allow him to fire his weapon around his foe's cover. The initiator makes an opposed Perception check against target's Armor Class before making a single ranged attack; if successful then the foe's cover is negated.|PRERULE:1,DisplayFullSpell
844Cyclonic Shell Crush.MOD				DESC:By making a wide, spinning strike with his shield, the Iron Tortoise master may bash all foes who surround him, teaching them that while he may be surrounded, he will not give up without a fight. The initiator makes a shield bash attack against all adjacent foes, each successful attack inflicts an additional +4d6 points of damage and may daze the target on a failed Fortitude save (DC 17 + initiation modifier).|PRERULE:1,DisplayFullSpell
845Dazing Attack.MOD						DESC:The swiftness of the Scarlet Throne disciple's blade is a thing of terrific power, and by initiating this strike he demonstrates this potency. The disciple makes a melee attack against a target, if successful this strike inflicts an additional 3d6 points of damage and upon a failed Fortitude save (save DC is 13 + initiator modifier) dazes the opponent for one round.|PRERULE:1,DisplayFullSpell
846Dazzling Solar Flare.MOD				DESC:With swift and deadly precision, the disciple attacks with the force of the scorching sun. The initiator makes a ranged attack against a foe, and if successful the attack inflicts an additional 4d6 points of fire damage and dazes the target on a failed Fortitude saving throw (DC 14 + primary initiator attribute modifier) for 1d4 rounds. If the save is successful, the target is dazzled instead for one round This is a supernatural ability.|PRERULE:1,DisplayFullSpell
847Deadly Dragon Strike.MOD				DESC:Upon reaching mastery of the Thrashing Dragon discipline, the disciple learns the truth of his deadly war dance; at its center is a deadly calm. It is in this calm that he discovers the true nature of his art and that one perfect blow can spell instant death for a foe. The disciple analyzes his foes in the blur of combat and finds his perfect moment and strikes for the heart and pierces it through. The initiator makes an attack roll against one or two foes using his two weapons (both attacks made through this strike are made at full attack bonus) and if these attack is successful, his weapon perfectly and precisely pierces the foe's heart or other vital zone, killing it instantly on a failed Fortitude save (DC 19 + primary initiator attribute modifier). Even if the creature successful saves, the strike inflicts his weapon's damage plus an additional 12d6 points of damage from the trauma of the blow. The initiator can use this strike to attack the same target with both attacks, forcing the target to make two Fortitude saves as above. Creatures immune to precision damage are unaffected by this strike.|PRERULE:1,DisplayFullSpell
848Defending the Pride.MOD					DESC:With a cry to defend themselves from incoming attacks, the inspirational words of the disciple aid his allies in their defense. As a swift action, the initiator grants all allies within 60 ft. a +4 morale bonus to their AC for one round.|PRERULE:1,DisplayFullSpell
849Demoralizing Roar.MOD					DESC:With a shout of rage and defiance, the Golden Lion disciple wades into battle with fearless determination, shattering the resolve of his foes. As a swift action the initiator's attacks become filled with the dread of defeat, causing his target opponent to be shaken for one round (Will save DC 11 + initiator modifier negates).|PRERULE:1,DisplayFullSpell
850Descending Sunset Strike.MOD				DESC:With a downward swing of his blade, the Scarlet Throne adapt proves his mastery of the discipline by shattering the will of the enemy to fight. The disciple makes a Sense Motive check in place of his normal attack roll (he may add any enhancement bonus from the weapon or feats that apply from the use of his weapon to this Sense Motive check as well), and if this Sense Motive check equals or exceeds the target's armor class, the attack deals quadruple damage. If this check does not meet or exceed the target's armor class, then the attack fails and the disciple misses.|PRERULE:1,DisplayFullSpell
851Desert Serpent Mirage.MOD				DESC:One of the Steel Serpent's teachings is that for a disciple to be successful, he must find his opponent's blind spot. By initiating this counter, he learns to use his foe's attacks to blind himself against the disciple who will take full advantage of this. The initiator makes an opposed attack roll against his foe's attack roll, and if successful the attacker misses the initiator who then gains total concealment from his foe 1d4 rounds. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
852Devastating Momentum.MOD				DESC:The charging Primal Fury disciple throws his full weight and momentum behind a blow, showing all who see it who the most powerful combatant on the field of battle truly is. Upon making a successful charge attack, the initiator may add an additional 40 points of damage to the attack as a swift action, and this attack ignores the target's damage reduction. Additionally, the initiator must make a successful Fortitude save (DC 17 + initiator modifier) to resist being stunned for 1 round (this effect does not stack on a maneuver that also has the potential to daze or stun an opponent; the initiator must choose which effect to use).|PRERULE:1,DisplayFullSpell
853Devastating Rush.MOD					DESC:The disciple performing this attack executes a powerful charging attack that rushes in past a foe's defenses to shatter them completely. The initiator inflicts an additional 2d6 points of damage upon a successful charge attack and his strike ignores the damage reduction of a subject or the hardness of an object he is attacking at the end of his charge.|PRERULE:1,DisplayFullSpell
854Devastation Roll.MOD					DESC:The martial disciple's movements are so quick and precise, his deadly strikes are hard to evade. With a sudden twist and Acrobatics through the opponent's defenses, the disciple strikes hard into the exposed and undefended foe. The initiator must move at least 10 ft. alongside his opponent and make a Acrobatics check equal to the target's AC. If successful, the target is considered flat-footed until his next action due to being put off-balance from the strike, and the attack inflicts an additional 6d6 points of damage.|PRERULE:1,DisplayFullSpell
855Dimensional Strike.MOD					DESC:By shifting slightly between two worlds, the disciple confuses the senses of his foe so he may land his attack more easily. The initiator initiating this strike causes his foe to be flat-footed to this attack.|PRERULE:1,DisplayFullSpell
856Direct the Pride.MOD					DESC:Cooperation and teamwork form the backbone of tactical warfare, and through his knowledge of all of these things, the Golden Lion disciple may help direct the actions of his ally to greater effectiveness. As a swift action, the initiator targets an adjacent ally who has not yet acted this turn. That initiator may now act immediately following the Golden Lion disciple's action as if his initiative result was one lower than the disciple. The following round, the target of this boost returns to his previous initiative result.|PRERULE:1,DisplayFullSpell
857Disarming Gust.MOD					DESC:A swift breeze and an explosion of agony is what the enemy of the disciple knows when this strike is used in battle as his sword hand is struck by the disciple's skillful attack. The initiator makes a ranged attack against the target's CMD using his primary initiator attribute modifier to calculate his CMB with a +2 competence bonus to the check. If successful, he inflicts 3d6 points of damage and the target is successfully disarmed.|PRERULE:1,DisplayFullSpell
858Discipline of the Pride.MOD				DESC:Through training with his allies, the disciple has taught them the basics of his military skill that they may call upon in times of duress. As a swift action, the initiator may grant one of his combat feats to any of his allies within 30 ft. for 3 rounds. No initiator can benefit from this ability more than once at a time.|PRERULE:1,DisplayFullSpell
859Disparity Blow.MOD					DESC:With a powerful upswing, the Primal Fury disciple brings his weapon in low and with his attack drives his opponent to the ground as he raises it high to show his superiority. The initiator makes a melee attack and if successful, inflicts damage as normal and may make an immediate trip attack against the target with a +2 circumstance bonus. This trip attempt does not provoke attacks of opportunity.|PRERULE:1,DisplayFullSpell
860Dispersal Strike.MOD					DESC:With a powerful strike and flash of silver-blue light, the disciple slams their foe directly into the Ethereal for a few moments, causing them to become ghostly and unreal. The initiator makes a melee attack on a target creature and if successful, the strike inflicts 12d6 points of force damage in place of normal damage, and the target gains the incorporeal subtype for 1d4 rounds. The target must make a Will save (DC 18 + primary initiator attribute modifier modifier) to negate the incorporeality portion of this strike or only his body becomes incorporeal and items held in his hands do not, falling to the ground at their feet. This strike does not function on targets who already possess the incorporeal subtype. This is an Ethereal plane using maneuver.|PRERULE:1,DisplayFullSpell
861Distracting Strike.MOD					DESC:By attracting the attentions of a foe with a well-placed and vicious blow, the disciple of the Golden Lion may distract and weaken his foe to the predations of his allies. Upon a successful attack when using this strike, the initiator inflicts an additional 2d6 points of damage and the target creature is left flat-footed until its next turn. Creatures immune to critical hits are not left flat-footed.|PRERULE:1,DisplayFullSpell
862Disturbing Blow.MOD					DESC:By establishing counter-resonance within the spirit of an enemy with a well-placed blow, the disciple may disrupt and disturb his next action. The initiator must make a melee attack against a target creature, and if successful, cause the target to suffer a -4 penalty to the next d20 roll that he makes.|PRERULE:1,DisplayFullSpell
863Dizzying Blow.MOD						DESC:The disciple of the Primal Fury rockets across the battlefield to unleash a powerful strike to the vitals of his foe, leaving him agonized and sick with pain. The initiator makes a charge attack against a target creature, if successful the attack inflicts an additional 10d6 points of damage and the target must make a Fortitude save (DC 15 + initiator modifier) or be nauseated for 1d4 rounds.|PRERULE:1,DisplayFullSpell
864Dizzying Venom Prana.MOD				DESC:By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes inflicts 2 points of Wisdom damage on a failed Fortitude save (DC 11 + primary initiator attribute modifier). This is a supernatural ability.|PRERULE:1,DisplayFullSpell
865Doom Talon.MOD						DESC:When a potentially deadly strike occurs, the Thrashing Dragon disciple knows how to make the blow count. When the initiator makes an attack roll that scores a critical threat, as a swift action the initiator may automatically confirm this critical hit and inflict an additional 4d6 points of damage. Creatures immune to critical hits may still be affected by this strike, not taking the normal double damage but still confirming that the strike hit and inflicting the additional 4d6 points of damage.|PRERULE:1,DisplayFullSpell
866Double Solar Reflection.MOD				DESC:The disciple of the Solar Wind may bend and reflect his missile weapons as a scientist may bend and reflect light with mirrors. The initiator makes a single ranged attack roll and if this roll is successful, he may apply this same attack roll against another opponent within 20 ft. of the first, and if this is also successful, he may use the same attack roll to strike a third target no farther than 20 ft. away (but not the original target). This strike inflicts an additional +4d6 points to the first target, +2d6 points of damage to the second, and normal damage to the third target. Each reflection attack is considered a separate attack for the purposes of determining the effectiveness of single attack boosting abilities, such as boosts that affect one attack or spells like true strike.|PRERULE:1,DisplayFullSpell
867Dragon Assault.MOD					DESC:By unleashing their full wrath against their enemies, a Thrashing Dragon disciple is capable of inflicting incredible powerful blows that get more potent per successive hit. The initiator makes a full round attack against a target(s), the first successful hit inflicting normal damage. Each subsequent successful attack inflicts an additional 1d6 points of damage that carry over to the next attack, the third attack inflicting +2d6 damage, the fourth +3d6 damage and so on to a maximum of +5d6.|PRERULE:1,DisplayFullSpell
868Dragon Rush.MOD						DESC:With the ferocity of a dragon, the disciple follows through a successful attack with a vicious kick to his foe to keep the punishing the fool who would stand before the might of a Thrashing Dragon. Upon successfully striking a foe as part of an attack, martial strike, or a full attack, he may as a swift action use this maneuver to deliver a vicious kick at his full attack bonus for his unarmed strike. This attack inflicts an additional 3d6 points of damage.|PRERULE:1,DisplayFullSpell
869Dragon Warrior's Talons.MOD				DESC:With mastery of the Thrashing Dragon's dance comes supremacy in effectiveness and efficiency with the arms that emulate the weapons of the dragon race. His mien is that of a ferocious, implacable dragon and his blades, hands and feet represent the deadly weapons of the wyrms that inspired the style in their deadly prowess. When wielding two weapons in this stance, all melee attacks and unarmed strikes made ignore a target's damage reduction and inflict bleeding wounds on foes, inflicting 2d4 points of bleed damage per round. A successful DC 20 Heal check or the application of any effect that cures hit point damage will stop the bleeding.|PRERULE:1,DisplayFullSpell
870Eclipsing Moon.MOD					DESC:Folding space around his form effortlessly, the disciple is capable of leaps through the ether and attack through the barrier between the worlds in a series of staccato bursts of silvery-blue light and his blinking image as he strikes. As a full attack action, the initiator may make an attack against a target and then teleport a distance up to his movement speed to a new target to strike again, and each attack is made against the target's flat-footed armor class. He may do this a number of times equal to the number of attacks he possesses on a full attack action (including off hand attacks or secondary attacks), and he may select the same target for each attack but each teleportation must land him in position to make an attack against a target creature (he must attack a target creature at the end of each teleportation). Each attack gains a +2 competence bonus and inflicts an additional 4d4 points of force damage. If the target is fighting in a way that would grant more attacks than normal, such as with two-weapon fighting or natural weapons, the initiator may teleport between each attack until the initiator runs out of attacks to make, but secondary attacks (such as off-hand attacks or secondary natural attacks) only add 2d4 additional force damage to those strikes and gain the usual +2 competence bonus to the attack. The initiator may forgo the first attack of this maneuver to teleport himself into position to use the rest of the attacks of this maneuver.|PRERULE:1,DisplayFullSpell
871Encouraging Roar.MOD					DESC:The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30 ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round.|PRERULE:1,DisplayFullSpell
872Endurance of the Strong.MOD				DESC:Allies falling in combat weakens the core of the unit, so when an ally is injured, it is up to the commanding presence of the Golden Lion disciple to bolster his fallen comrades. When an ally is struck in combat and injured and within 30 ft. of the initiator, he may shout words of inspiration and encouragement to restore some fortitude to his ally. The target of this counter immediately has twice the disciple's initiator level in hit points restored to his total.|PRERULE:1,DisplayFullSpell
873Enduring Shell.MOD					DESC:By tightening up behind his shield and dropping low under its protective aegis, the disciple of the Iron Tortoise learns to minimize the risk he suffers towards spells and effects that would cause him to rely solely on reflexes. The initiator throws up his shield when he is forced to make a Fortitude or Reflex save and uses it to help mitigate the harm he is about to endure. The initiator may add his total shield bonus to AC to a single Fortitude or Reflex save when using this counter.|PRERULE:1,DisplayFullSpell
874Enraging Strike.MOD					DESC:The defensive nature of the Iron Tortoise teaches the initiate to protect his allies, and to do so, he must focus the attentions of his foes on him. Make a melee attack, and if successful, the strikes inflicts an additional 10 points of damage. The aggravating pain of this wound can cause a foe to react violently at the initiator, forcing him to make a Will save (DC 12 + initiation modifier) or he must attack him at his next available action. This attack can be of the target's choice, but he must attack the initiator. Additionally, he gains a +2 morale bonus to attack the initiator of this strike due to the anger incited by the initiator.|PRERULE:1,DisplayFullSpell
875Essence Shattering Strike.MOD				DESC:With a powerful strike, the Veiled Moon disciple attacks at the very spirit of his foe with his silver-blue light. The initiator makes a melee attack against a target creature, and inflicts an additional 6d6 points of force damage and dazes his foe for one round from the disturbance on a failed Fortitude save (DC 15 + primary initiator attribute modifier modifier).|PRERULE:1,DisplayFullSpell
876Ethereal Reminiscence.MOD				DESC:The ectoplasmic nature of beings on the Ethereal plane allows for the Veiled Moon disciple to briefly transport himself to that realm and use his will to restore some his form by filling his wounds with spectral energies, displacing his injuries but at a great potential risk. As a full round action, the initiator may become incorporeal for one round and restore twice his ranks in Stealth in hit points to himself. Every time the initiator makes the transition between planes, however, he runs the risk of potentially losing himself there briefly. The initiator initiating this maneuver must make a Will save (DC 18, +2 DC for every time he's initiated this maneuver since he last rested for 8 hours after the first use); if successful, the maneuver works as normal. If the saving through fails, the initiator does not regain any hit points, instead suffering 2d6 points of damage, and spends the next 2d4 rounds lost in the borderland between the Prime Material Plane and the Ethereal Plane, and when he returns to the Prime, he is dazed for one round. This is an Ethereal plane using maneuver.|PRERULE:1,DisplayFullSpell
877Ether Wave.MOD						DESC:The Veiled Moon disciple concentrates his spiritual energies to his hand and tears into the barrier between the Astral and the Material, and releases the energies that form from this in a wracking wave of silvery-blue energy. The initiator unleashes a 40 ft. cone of dimensional energy which inflicts 10d6 points of force damage to all targets within its area with a Reflex saving throw (DC 16 + primary initiator attribute modifier modifier) for half damage.|PRERULE:1,DisplayFullSpell
878Fade Through.MOD						DESC:An advanced technique, the Veiled Moon disciple at this point learns how to fold two points in space around him to appear at another location within the span of a heart beat. The initiator may teleport to a location up to twice his movement speed away as a swift action.|PRERULE:1,DisplayFullSpell
879Fading Dodge.MOD						DESC:By learning to shift with a successful hit scored by an opponent, the disciple of the Steel Serpent learns to prolong his longevity in battle. As an immediate action, make an attack roll against the attacker's roll; if successful then the foe's damage is reduced by half (minimum of 1 point of damage). This ability is applicable to ability damaging attacks, but not against level draining effects.|PRERULE:1,DisplayFullSpell
880Fading Leap.MOD						DESC:With nary a thought and a gesture the Veiled Moon disciple may flow like moonlight from one location to another through the Astral plane, moving faster than his earthly body would allow. As a move action, the initiator may teleport to a location in range of twice the disciple's base movement speed away.|PRERULE:1,DisplayFullSpell
881Fading Strike.MOD						DESC:The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible by the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.|PRERULE:1,DisplayFullSpell
882Fangs Strike Low.MOD					DESC:By forcing an opponent's guard up, the Thrashing Dragon spins low and attacks at the legs of the target to reduce his mobility and cause deep, flensing wounds. Upon successfully striking a target in melee combat with this maneuver, in addition to weapon damage the initiator's attack halves the target's land speed and inflicts 1d6 points of bleed damage per round for three rounds or until the target has been healed (magically or by a successful DC 15 Heal check).|PRERULE:1,DisplayFullSpell
883Feel the Wind.MOD						DESC:By studying the wind and air around him, the Solar Wind disciple learns to overcome his surrounding's difficulties when using ranged weapons and may fire true. The initiator may ignore environmental variables such as high winds and storm and rain that would cause the initiator to suffer penalties to his attack rolls, magically created (such as wall of wind or control weather or naturally caused such as in a gale force wind), when making ranged attacks for one round. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
884Final Blow.MOD						DESC:Mercy has a place on the battlefield, a disciple of Scarlet Throne understands, as does the benefit of an honorable and swift death. By showing his enemy a merciful, swift death in battle, the disciple may continue to his next victory while letting both keep their honor. The disciple makes a melee attack against an injured foe, and if the foe is under 25%% of his maximum hit points, the attack is treated as a coup de grace that is performed as part of that attack action instead of the normal a full round action usually required to perform such an action (without provoking attacks of opportunity). The attack does damage as a critical hit, and the foe must make a Fortitude save with a DC equal to 10 + the damage inflicted or die. If the foe is above 25%% of his maximum hit points, then this maneuver has no effect and normal damage is rolled. Disciples with this maneuver readied have keen senses in knowing where his enemy's strength stands, and may make a Sense Motive check as a free action (DC 20) to gauge if his opponent is capable of being finished by this maneuver.|PRERULE:1,DisplayFullSpell
885Finishing Kick.MOD					DESC:Amidst the flurry of punches, kicks, and elbows that are the hallmarks of the Broken Blade discipline, the disciple who has put his foe through the ropes of learning what it is to underestimate the warrior without weapons may deliver this powerful kick to reduce his foe to a bleeding heap. At the end of a full attack action, the initiator may use this boost to deliver one final extra unarmed attack as he delivers a powerful kick at his full base attack bonus and inflicting an additional 6d6 points of damage.|PRERULE:1,DisplayFullSpell
886Five-Fold Hydra Sting.MOD				DESC:A true mastery of the discipline of Steel Serpent possesses the knowledge to use his own skill, ki, and knowledge of the systems of living creatures, putting them to use for ending of a life. When a disciple initiates this maneuver and strikes a foe, he shows his deadly intent and knowledge in show of terrible force by striking a foe's heart chakra and sends a cascade of poisonous ki through the body to annihilate the life-force of the target. The disciple makes an attack against a foe, if this is successful the target must make a Fortitude save (DC 19 + primary initiator attribute modifier). If this save fails, the target is instantly slain as his body's energies revolt and consume in a flash, reducing the body to ash (equipment is unharmed). If the target succeeds this save, his body still suffers from the experience, as the attack inflicts an additional 50 points of damage. If the target dies from this, his body also dissolves into ash. Victims slain by this attack cannot be resurrected normally; a wish or miracle spell must be cast first to restore the life-force of the victim's spirit before any raise attempt can be attempted. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
887Flashing Ether Touch.MOD				DESC:With but a touch the Veiled Moon disciple may send a foe hurtling through the Astral to reappear with frightening velocity to hit the ground. The initiator makes a melee touch against a target, and the target makes a Will save (DC 17 + primary initiator attribute modifier modifier) or is teleported up to 60 ft. away, successful saving throw negating the maneuver. Upon a failed saving throw, the target suffers 10d6 points of damage from reaching high speeds and slamming hard into the ground. If teleported into the air, consider the initiator to have already have fallen 100ft. Effects like feather fall halve this damage if used, and targets who are immune to falling damage take no damage from this maneuver, and those who reduce falling damage by increments of 10 ft. may subtract 1d6 points of damage per 10 ft. they may reduce falls.|PRERULE:1,DisplayFullSpell
888Flash Kick.MOD						DESC:As part of a full attack action, the disciple may make a powerful and swift kick while his blades strike. The initiator makes an additional unarmed strike against a target as part of his full attack action at -2 penalty, if this attack hits then the attack inflicts an additional 2d6 points of damage. The character does not provoke attacks of opportunity for not possessing the Improved Unarmed Strike feat when using this strike, but damage is only considered lethal if the character does possess that feat.|PRERULE:1,DisplayFullSpell
889Flat Iron Riposte.MOD					DESC:When an opponent swings to strike at the disciple, his finely trained body explodes into motion in a shower of incredible reflexes, grabbing the attacker's attacking appendage and hurling him away. The initiator makes an opposed Acrobatics check against his attacker's melee roll, if successful the initiator negates the attack hurls the enemy 10 ft. away to potentially land prone on a failed Reflex save (DC 13 + primary initiator attribute modifier). This counter only works on opponents who are no larger than one size category bigger than the initiator.|PRERULE:1,DisplayFullSpell
890Flicker Strike.MOD					DESC:In a flickering blur of teleportation and movement, the Veiled Moon disciple may disappear, blink into existence to strike a foe, and then disappear again to appear a safe distance away. The initiator may teleport up to his movement speed to a target enemy, make an attack or a combat maneuver (such as disarm or trip) against the foe using his flat-footed armor class (denying the target his Dexterity bonus to his AC due to the surprising nature of the attack), then teleport away up to his movement speed, all without drawing attacks of opportunity on the movement or attack.|PRERULE:1,DisplayFullSpell
891Flick of the Wrist.MOD					DESC:With two rapid slaps from his blades, the Thrashing Dragon disciple's ferocity puts an opponent off balance and with a flick of the wrist; the disciple takes away the weapon of his foe. The initiator makes two rapid attack rolls at his full base attack bonus against the target's AC with a +2 bonus, if both attacks successful; the target is disarmed of his primary weapon (no roll needed). Resolve damage from the two attacks made as part of this strike as normal. If the target only is using natural attacks or the target has a locked gauntlet, then this maneuver is ineffective for disarming a foe.|PRERULE:1,DisplayFullSpell
892Flurry Strike.MOD						DESC:The disciple of the Broken Blade learns to maximize openings in his opponent's defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.|PRERULE:1,DisplayFullSpell
893Focused Solar Lance.MOD					DESC:The disciple raises his deadly weapon and lets loose an attack so powerful as to pin a target to the ground with a hurricane force wind. The initiator makes a ranged attack on a target and if successful, inflicts an additional 4d6 points of damage from the excessive force of the hit. Additionally, upon a successful hit, the initiator may make an immediate CMB check using his initiator modifier in place of Strength or Dexterity with a +2 competence bonus against the target's CMD. If this check is successful, the target is either pinned to the ground beneath him and is knocked prone and considered pinned, or is attached to a wall or tree or other object within a straight line of fire from the initiator and is considered pinned there if the target is within 5ft of said object or wall. Targets may not be pinned to other creatures. This maneuver does not function against flying targets.|PRERULE:1,DisplayFullSpell
894Formless Dance.MOD					DESC:The Veiled Moon disciple immerses himself into a sort of dimensional flux, causing himself to be able to see what cannot be perceived and seemingly be in many places at once. While in this stance, the initiator gains the benefits of a see invisibility spell and the blur spell.|PRERULE:1,DisplayFullSpell
895Frenzy Strike.MOD						DESC:By emulating the ferocious assault of a raging great cat, the disciple's knowledge of the natural world and the way its predators operate assists him in combat with a furious set of attacks. The initiator makes one attack with each weapon he has wielded (or with both heads of a double weapon; this includes natural attacks and armor or shield spikes) at his full base attack bonus. Upon a each successful attack, the initiator inflicts an additional 3d6 + initiator modifier.|PRERULE:1,DisplayFullSpell
896Furious Primal Wrath.MOD				DESC:The disciple's attacks grow strong with practiced fury and primal power, forgoing accuracy for pure deadly force. The initiator suffers a -4 penalty to his attack roll, and makes an attack against a target creature. If successful, this attack inflicts an additional 20 points of damage, or 35 if the weapon is wielding in two hands.|PRERULE:1,DisplayFullSpell
897Garnet Lance.MOD						DESC:With a sudden and powerful thrust, the disciple penetrates the defenses of his foe with devastating alacrity. The initiator makes a melee attack against a target creature, and if successful the attack inflicts an additional 2d6 points of damage and the attack automatically bypasses the target's damage reduction.|PRERULE:1,DisplayFullSpell
898Ghost Hunting Blow.MOD					DESC:By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator's attacks made this round, including attacks of opportunity, are made as if the initiator's weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.|PRERULE:1,DisplayFullSpell
899Ghostwalk.MOD						DESC:The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator gains the incorporeal subtype. This is an Ethereal plane using maneuver.|PRERULE:1,DisplayFullSpell
900Glorious Shell Shock.MOD				DESC:By sweeping his shield in a deadly arc, the martial disciple may send up to three adjacent foes flying away with bone-shattering force. The initiator makes a single shield bash attempt and apply the attack roll to up to three adjacent foes; any successful attacks to these targets inflicts an additional +5d6 points of damage and sends them hurtling up to 20 ft.away. The initiator determines which direction his foes are hurled to.|PRERULE:1,DisplayFullSpell
901Golden Commander Stance.MOD				DESC:Through the use of the Golden Lion disciple's superior tactical ability, he is able to direct his allies in combat for maximum effectiveness. As long as his allies within 30 ft. of him can clearly hear his shouts and understand his language, he grants his allies the ability to gain flanking with all allies that are fighting in melee against the same opponent (i.e. if two allies of the initiator are 20 ft. away fighting a target together, and the initiator has another ally assisting him in combat against a different target, both pairs gain flanking bonuses against their foes even if they are not normally in flanking position).|PRERULE:1,DisplayFullSpell
902Golden General's Attitude.MOD				DESC:A true Golden Lion disciple is a beacon of command on the field of battle, inspiring his troops by his mere presence. All allies within 60 ft. of the initiator gain a +1 morale bonus to attack and damage rolls, and to saves vs fear effects per six initiator levels.|PRERULE:1,DisplayFullSpell
903Golden General's Victory.MOD				DESC:The power and majesty of the lion lords of the wild lives within the disciple, so much so that his victories are a victory for all of his allies. When the initiator reduces a foe to 0 hit points or below he may initiate this boost; his allies are then bolstered and their hearts are re-dedicated to victory. All allies within 60 ft. of the initiator have a number of hit points equal to the disciple's initiator level restored.|PRERULE:1,DisplayFullSpell
904Golden Lion Charger.MOD					DESC:A student of the art of war and of the Golden Lion, a disciple who has training in the art of engaging an enemy knows that sometimes a powerful opening charge can be the edge the warrior needs. While in this stance and performing a charge, the initiator gains an additional +2 bonus to hit when making charge attacks (making the bonus received from a charge attack a total of +4) and when charging through a threatened square, the initiator does not provoke attacks of opportunity.|PRERULE:1,DisplayFullSpell
905Golden Swipe.MOD						DESC:With a series of furious blows again his foe, the Golden Lion disciple batters his opponent into the waiting blades of his allies. The initiator makes a melee attack, inflicting an additional 6d6 points of damage and forcing his foe to make a 10 ft. movement (if the target is capable of moving) from the square he is currently occupying in a direction of his choosing. If the target is incapable of movement, then the target simply takes the damage as normal. This movement provokes attacks of opportunity to all those capable of making them against the target except for the initiator of this maneuver.|PRERULE:1,DisplayFullSpell
906Greater Snapping Strike.MOD				DESC:A decisive strike is often times what ends a battle or duel, and the disciple of the Iron Tortoise knows to keep his wits about him and wait for the moment to strike hard and strike true. Make a melee attack, and if successful, this strike inflicts an additional 3d6 points of damage and ignores the creature's damage reduction (if any).|PRERULE:1,DisplayFullSpell
907Great Wyrm's Fang.MOD					DESC:By focusing his will into one of his blades, the Thrashing Dragon disciple wields the power of a mighty great wyrm in the palm of his hand. The initiator must make a ranged attack against a target by throwing a light weapon with a range increment (such as a dagger) or a signature Thrashing Dragon weapon. If this attack is successful, the attack inflicts an additional 8d6 points of damage and the target gains the bleeding condition.|PRERULE:1,DisplayFullSpell
908Guard the Pride.MOD					DESC:By alerting his ally of the danger of enemies would take advantage of the heat of battle and guarding against the distraction it would cause, the disciple may protect his pack and fight on to victory. As an immediate action, the initiator grants a circumstance bonus to the target adjacent ally's Armor Class for one round equal to half the disciple's initiator level.|PRERULE:1,DisplayFullSpell
909Half-Gone.MOD						DESC:By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker's Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.|PRERULE:1,DisplayFullSpell
910Harry the Prey.MOD					DESC:Through coordinated tactics, the comrades at a Golden Lion disciple's side may act as one. The initiator makes an attack against a foe, and all allies within 30 ft. may make an immediate attack against any one foe that they can reach with their attacks (melee or ranged within the first range increment) at their full attack bonus.|PRERULE:1,DisplayFullSpell
911Heavenly Blade of the Scarlet Throne.MOD		DESC:The supreme technique of the Scarlet Throne, the disciple who knows of it is the lord of all battlefields and marks his name amongst the legends of war. The disciple makes a melee attack, if successful, then the strike inflicts an additional 100 points of damage. The target must then make a Will save (DC 19 + initiator modifier) to resist becoming paralyzed for 1d4 minutes. If the save is successful, the target is stunned for 1 round.|PRERULE:1,DisplayFullSpell
912Hooded Cobra Attitude.MOD				DESC:By adopting this stance, the disciple of Steel Serpent takes on the menacing dread of the hooded cobra. The weaving, hypnotic motions of that most venomous of serpents manifests in the lithe movements of the disciple, who's gaze paralyzes a foe with their intensity and their lazy walk towards it. The disciple gains a gaze attack with a range of 50 ft. (see gaze attacks in MM1), creatures coming within this range are shaken by the disciple's deadly presence and the glint of his eyes (Will save DC 18 + primary initiator attribute modifier negates). When the disciple focuses his gaze (as an attack action) on a target, they may make a Will save (DC 18 + primary initiator attribute modifier) to resist being paralyzed for 1d4 rounds by his hypnotic gaze. A successful save negates this effect. The disciple may only have one opponent paralyzed at a time. This is a mind-affecting, compulsion effect. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
913Hooded Killer's Stance.MOD				DESC:The disciple adopts the mannerisms and cold blooded nature of the hooded cobra, the lord of serpent kind. While in this stance, the disciple gains an additional +3d6 sneak attack dice (see rogue class feature) and a competence bonus to Intimidate and Stealth checks equal to half of his initiator level.|PRERULE:1,DisplayFullSpell
914Horizon Wind Lancet.MOD					DESC:The tenets of the Solar Wind have taught the disciple how to place more force behind his attacks. The initiator inflicts an additional 1d6 points of damage on a single ranged attack he makes this round. If the initiator is making multiple attacks in this round, this bonus applies to the first attack the initiator makes.|PRERULE:1,DisplayFullSpell
915Hunting Party.MOD						DESC:When two or more soldiers converge on a single target, the odds of victory increase and the disciple with the knowledge of this strike can assist his comrade's potential lethality. When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target.|PRERULE:1,DisplayFullSpell
916Hunting Serpent Blow.MOD				DESC:The disciple hunts his foe through the emulation of a hunting serpent, obfuscating his true attack until the moment he strikes. The disciple makes a Heal check with a difficulty equal to his opponent's armor class. If this check is successful, then the target is made flat-footed and the disciple may make a melee attack against him, inflicting an additional 1d6 points of damage if successful. If this Heal check fails, then his opponent sees through this ruse, and the disciple makes his melee attack with a -2 penalty as the enemy is anticipating his attack.|PRERULE:1,DisplayFullSpell
917Hurricane of Fangs.MOD					DESC:Utilizing this technique, a Thrashing Dragon disciple is capable of hurling multiple blades at a target in rapid succession with brutal power and incredible accuracy and range. For one round, the range of thrown weapons with range increments (such as daggers) or thrown weapons from an associated Thrashing Dragon weapon group (improvised weapon penalties apply as applicable) is increased by +30 ft.. Additionally, these thrown weapons strike with deadly force, inflicting an additional amount of damage equal to the initiator's initiator level.|PRERULE:1,DisplayFullSpell
918Impaling Strike.MOD					DESC:The disciple who has reached this level of mastery in the art of Primal Fury has learned that by striking to a foe's heart and center with a singular but powerful blow, it causes the foe's ability to withstand punishment to falter. The initiator makes an attack against his target and if successful, inflicts an additional 4d6 points of damage to this attack which ignores damage reduction. The target must make a Fortitude save (DC 14 + primary initiator modifier) or suffer an additional 1d4 points of Constitution damage from being hit in a vital area. Targets immune to critical hits are not subject to this Constitution damage.|PRERULE:1,DisplayFullSpell
919Inner Sense.MOD						DESC:By sensing ripples in the spiritual world around him, the Veiled Moon disciple is capable of better avoiding dangerous effects and situations. This counter grants the disciple a +2 insight bonus to a single saving throw.|PRERULE:1,DisplayFullSpell
920Inner Sphere Stance.MOD					DESC:A defensive stance that focuses on using the disciple's dance-like movements to confound his foe, the disciple uses his erratic movements to defend himself and bolster his confidence. When wielding two weapons while in this stance, the disciple gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves.|PRERULE:1,DisplayFullSpell
921Intercepting Shade.MOD					DESC:Sometimes a good offense can be used as a good defense, so the Solar Wind discipline learns, as he shoots projectiles out of the air by his sheer skill. The initiator makes an opposed attack roll against his foe's attack roll on an incoming ranged weapon attack (such as an arrow or thrown weapon, but not a spell or similar attack) targeting himself or an ally he can see within his weapon's first range increment; if successful then the attack is negated.|PRERULE:1,DisplayFullSpell
922Invulnerable Shell of the Iron Tortoise.MOD	DESC:The ultimate technique of the Iron Tortoise discipline, the master of this discipline learns to use his unbreakable will to bolster his shield to defend himself and his allies from any attack. He plants his feet holds his shield aloft against the oncoming attacks and weathers the storm, unbreakable. By initiating this counter, any and all damaging or harmful effects that could effect the initiator and any of his adjacent allies are instantly negated as he and his wards take shelter under his shield and unshakable will. The initiator of this maneuver must be aware of the attack to be able to counter it, thus he must not be caught flat-footed by it. This is a supernatural maneuver.|PRERULE:1,DisplayFullSpell
923Iron Axe Kick.MOD						DESC:The disciple leaps up into the air and raises his leg up to hammer it down in a bone-shattering axe kick. The initiator delivers a potent kick (as an unarmed strike) that inflicts an additional 6d6 points of damage. The target must make a Fortitude save (DC 14 + primary initiator modifier) or be dazed for 1d4 rounds.|PRERULE:1,DisplayFullSpell
924Iron-Breaking Palm.MOD					DESC:By targeting the very iron, wood, and steel he has eschewed for the simple use of his own limbs as weapons, he reduces his foes effectiveness by shattering their illusion of superiority in combat. The initiator makes a sunder attempt against the opponent's weapon or shield and inflicts an additional 3d6 points of damage to the targeted item. If the initiator breaks a target's shield, the target is considered entangled until he spends a standard action to divest himself of the broken shield. This sundering attempt does not provoke an attack of opportunity.|PRERULE:1,DisplayFullSpell
925Iron Defender's Riposte.MOD				DESC:The Iron Tortoise master is wary of the danger to his charges that his enemies represent, and he is ready to spring into motion to defend them. By using this maneuver when an ally within 20-ft is attacked, the martial disciple may rush up 20 ft.to become adjacent his ally. Once there, he may make an opposed attack roll using his base attack bonus plus his shield bonus to AC to negate the attack to his ally. If successful, the attack is negated and he may make an immediate counter attack against that foe which inflicts an additional +4d6 points of damage and dazes them if the target fails a Fortitude save (DC 17 + initiation modifier).|PRERULE:1,DisplayFullSpell
926Iron Dust.MOD						DESC:Knowing the disadvantage of fighting without proper steel in hands, the disciple of the Broken Blade must take advantage of his surroundings and openings in his foe's defenses as he sees them. As part of a martial strike being initiated by the initiator, he may make a free dirty trick attempt as part of this boost with a +2 competence bonus without provoking attacks of opportunity. The initiator may choose when the effects of this boost are applied (before, during, or after) when using this in conjunction with an attack or a martial strike.|PRERULE:1,DisplayFullSpell
927Iron Fang.MOD						DESC:By hardening ki along edge of his weapon, the Steel Serpent disciple uses the pressure of his ki to penetrate the defenses of his foe. The disciple makes an attack against a foe, if successful this strike inflicts an additional 2d6 points of damage and ignores any damage reduction the target may possess. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
928Iron Hand Stance.MOD					DESC:By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator's 6 th initiator level, this bonus increases by +1, again at 12 th level, and a final time at 18 th level.|PRERULE:1,DisplayFullSpell
929Iron Hide Stance.MOD					DESC:Standing strong in the theater of war, the Primal Fury master stands as a pillar of blood-soaked iron amidst the bodies of those too weak to live in his presence. While in this stance, the initiator's Strength bonus to damage is doubled (or multiplied to 2.5 if using a weapon two- handed), and the initiator is treated as one size category larger (so if the initiator is Medium-sized, then he counts as Large-sized) when it benefits his CMB and CMD (such as resisting trip attacks or overrun attempts). Additionally, the initiator gains a damage reduction of 5/-.|PRERULE:1,DisplayFullSpell
930Iron Knuckle.MOD						DESC:By tapping into hidden reserves of martial power locked within his form, the disciple of the Broken Blade makes his attacks strike with the force of a thousand fists. For the duration of the turn this boost is initiated on, unarmed attacks or those made with discipline weapons of the Broken Blade style inflict an additional 3d6 points of damage.|PRERULE:1,DisplayFullSpell
931Iron Monger's Throw.MOD					DESC:Opponents with their deadly blades and powerful spears can harry the disciple who fights with his hands, and the truth that is forgotten by filling one's hands with iron and steel is that the one with open hands may use them for whatever purpose suits them, and in this case it is for taking a foe and viciously hurling him away to give the disciple room to maneuver and plan his next move. The initiator makes a CMB check with a +4 competence bonus that does not provoke attacks of opportunity, and if successful the initiator rolls into a reverse somersault to hurl his foe up to 20 ft. away from him (the disciple's player choose the flight path of the thrown foe) where they land in a heavily, taking 6d6 points of damage.|PRERULE:1,DisplayFullSpell
932Iron Shell.MOD						DESC:A shield is used for defense primarily, a basic martial truth. It turns aside harm, and the shield of an initiate of the Iron Tortoise can do the same thing in ways that others cannot. The initiator makes an opposed attack roll as if making a shield bash attempt at his full base attack bonus plus his shield bonus to AC against his enemy's attack roll to deflect a single enemy's melee or missile attack (that is not a spell or power).|PRERULE:1,DisplayFullSpell
933Iron Tortoise Stance.MOD				DESC:This stance allows the disciple of the Iron Tortoise greater offensive ability while still remaining on the defensive, protecting himself and his allies. By positioning his footwork to allow for fast lunges and withdrawal, the reach of the martial disciple increases to meet his foes as they try to evade him and he stands imposing, impassable. The martial disciple is considered one size larger for the purposes of determining his CMD while in this stance, and he gains +5 ft.reach for making attacks of opportunity and may make one additional attack of opportunity per round.|PRERULE:1,DisplayFullSpell
934Kill the Wounded.MOD					DESC:The Golden Lion disciple makes a ferocious assault on his foe, opening the enemy's defenses to the attacks of his allies. The initiator makes a melee attack against a foe and if successful, subsequent attacks made by the initiator's allies inflict an additional 2d6 points of damage per successful attack until the initiator's next turn.|PRERULE:1,DisplayFullSpell
935Knuckle to the Blade.MOD				DESC:By striking at the weapon wielding arm of his opponent, the disciple of the Broken Blade can cleverly disarm his opponent and potentially even bring his foe's weapon to bear against him. The initiator makes an attack as normal upon his foe, if successful, the initiator may make a free disarm attempt against the opponent without provoking attacks of opportunity. If he is unarmed, he may take the weapon and use it if the disarm attempt is successful or he may drop it.|PRERULE:1,DisplayFullSpell
936Leaping Spirit Dance.MOD				DESC:Light as a feather, the Veiled Moon disciple moves gracefully in combat, with the smooth and practiced grace of an incorporeal being. The disciple gains a +2 dodge bonus to AC and a +2 competence bonus to Reflex saves while in this stance so long as he moves at least 10 feet on his turn each round.|PRERULE:1,DisplayFullSpell
937Leg Sweeping Hilt.MOD					DESC:With quick feint high, the disciple hooks his foot behind the leg of his foe and stiffens it like the hilt of a sword, drawing it back to knock his opponent down. The initiator makes a trip attempt with a +2 competence bonus which does not provoke attacks of opportunity. If successful, the initiator trips his opponent and may make an immediate attack at his full base attack bonus.|PRERULE:1,DisplayFullSpell
938Lightning Step.MOD					DESC:Once a great cat has found its prey, the light-footed and graceful cat is capable of nearly ignoring hazards in his path to run it down. The disciple has learned this and is capable of negotiating a battlefield with ease. As a swift action the initiator may make one turn of up to 90 degrees mid-charge and ignore terrain difficulties along his charge path.|PRERULE:1,DisplayFullSpell
939Lion Lord's Agony.MOD					DESC:With a fury born of desperation and determination for victory, the Golden Lion disciple pours his pain into his swings so that the enemy may drink deeply of it. The initiator makes a melee attack, and in lieu of the weapon's damage the attack instead inflicts a number of points of damage equal to the initiator's maximum hit points minus his current hit points (example, if the disciple has 200 maximum hit points and has been wounded down to 54 remaining hit points, this attack inflicts 146 points of damage). The initiator is shaken for 1 round after using this strike.|PRERULE:1,DisplayFullSpell
940Lion's Feast.MOD						DESC:As the thrill of a successful hunt invigorates a pride of lions on the plains, so does the thrill of victory over foe invigorate the disciple's allies. By initiating this boost as a swift action, enemies that are reduced to 0 or fewer hit points within 20 ft. of the initiator after he initiates this boost grant all adjacent allies to the initiator temporary hit points equal to twice the fallen enemy's Hit Dice.|PRERULE:1,DisplayFullSpell
941Lord of the Pridelands.MOD				DESC:Proving he is the undisputed master of war, the Golden Lion master calls for absolute and crushing victory through overwhelming force of numbers. This ability is greatly feared by the master's enemies, because this can turn even the most green of soldier into a capable warrior. For every ally within the 60 ft. range of this boost, the initiator and each of these allies gains a +2 morale bonus to hit, damage, AC, and saving throws for one round (to a maximum of +10).|PRERULE:1,DisplayFullSpell
942Lunar Penumbra.MOD					DESC:It is said that the moon is portrayed in some legends as a laughing trickster, and with this powerful ability, the Veiled Moon disciple is capable of pulling an incredible trick upon his foe. The initiator makes a Stealth check against his foe's Perception check, if successful he and his attacker switch positions, and the attack that was directed against the disciple now affects the attacker himself, effectively causing the target to strike himself. This ability may be used to attempt evasions at spells and effects that directly target the initiator or for those that allow for a Reflex save (but if the initiator is still within the radius of the effect, he also is struck by it).|PRERULE:1,DisplayFullSpell
943Meteoric Collision.MOD					DESC:The disciple makes a charge at an opponent within the theater of war with the power and force of a falling meteor, striking hard and bowling his opponent over. The initiator makes a bull rush attempt as part of a charge, and if the initiator successfully bull rushes his opponent, the fury of his strike inflicts 6d6 points of damage to his target as he bull rushes him. This bull rush attempt does not provoke attacks of opportunity.|PRERULE:1,DisplayFullSpell
944Meteoric Crash.MOD					DESC:By rushing at a foe like a blazing comet through the sky, the Primal Fury disciple crashes through an opponent to sculpt the battlefield into a field of carnage. The initiator makes a bull rush attempt as part of a charge; if successful, the initiator inflicts 10d6 points of damage to the target as part of the bull rush and if the target is pushed back more than 10 ft., they are knocked prone on a failed Reflex save (DC 18 + initiator modifier).|PRERULE:1,DisplayFullSpell
945Meteoric Throw.MOD					DESC:The Broken Blade master has transcended the simple use of his own body as a weapon, and has deigned to use his opponent's body as a weapon against those who would stand against him. The initiator makes a grapple attempt and if successful, he may hurl his foe up to 25ft as a ranged touch attack at either the ground or another target foe. The thrown enemy suffers 12d6 points of damage upon impact, and if thrown at a target creature, that target suffers that damage as well on a failed Reflex saving (DC 18 + primary initiator attribute modifier for half damage). The target of this grapple attempt must be within one size category of the initiator, and Large or bigger foes being hurled using this method, the attack is always targeting the ground beneath multiple targets within the area that creature normally would occupy (Large creatures, for example, occupy a 10 ft. by 10 ft. space so they would hit all targets within a 10 ft. by 10 ft. area on a failed Reflex save).|PRERULE:1,DisplayFullSpell
946Mithral Tortoise Stance.MOD				DESC:The Iron Tortoise disciple has become so comfortable in his armor that is like a second skin to him, and he is capable of moving better than most while wearing it. While in this stance, the initiator treats armor he is wearing as one type lighter (i.e. heavy armor is treated as medium armor, and this stacks with the mithral material bonus, treating heavy mithral armor as light armor), and his total armor check penalty is halved while in this stance. Finally, due to being stronger from wearing his burden of metal so much, the initiator moves more freely, and gains a +2 dodge bonus to his AC and to his CMD.|PRERULE:1,DisplayFullSpell
947Momentum Crash.MOD					DESC:By putting his fury into a charging attack, the disciple is capable of using the momentum of his charge to increase his killing power with a twist of his body upon connecting. Upon a successful charge attack, the initiator's charge attack inflicts an additional 10 points of damage in addition to the normal +2 to hit.|PRERULE:1,DisplayFullSpell
948Momentum Crush.MOD					DESC:With a powerful overhand flourish at the end of his charge, the disciple is capable of delivering additional force to his already devastating charges. The initiator makes a charge attack against a target foe and if successful, he may spend a swift action to add an addition 20 points of damage to that single attack and ignores the target's damage reduction.|PRERULE:1,DisplayFullSpell
949Night's Knife.MOD						DESC:With the surgical precision of the striking serpent, the disciple's attack lands with exacting damage through his knowledge of anatomy. The initiator's attacks for the round gain a damage bonus equal to the number of ranks he possesses in the Heal skill.|PRERULE:1,DisplayFullSpell
950Noble Blade.MOD						DESC:Scarlet Throne practitioners who know the Noble Blade may use their battle focus to add additional force to their strikes. For a single attack, the disciple may add a +5 insight bonus to his attack roll and +2d8 insight bonus to damage rolls on a single melee attack made during this turn.|PRERULE:1,DisplayFullSpell
951Numbing Venom Prana.MOD					DESC:By filling his next attack with chill and numbing ki energies, the Steel Serpent disciple strikes at the nervous energies that cause the body to move, draining away from the victim his grace and motor control. The next attack that the disciple makes inflicts an additional 2d4 points of Dexterity damage, a successful Fortitude save (DC 17 + primary initiator attribute modifier halves this). This is a supernatural ability.|PRERULE:1,DisplayFullSpell
952Offensive Roll.MOD					DESC:As the disciple moves by his opponent, he may drop into a tumbling roll by them and strike at them at a surprising angle. The initiator must move at least 10 ft. along side an enemy (which will provoke attacks of opportunity unless the initiator is Tumbling) and make a Acrobatics check with a DC equal to the target's Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment.|PRERULE:1,DisplayFullSpell
953Orichalcum Swipe.MOD					DESC:A Golden Lion disciple shapes the very nature of war, and this technique allows him to direct his foes through his allies' blades as easily as a knife through bread. With a mighty cry and a tremendously potent attack, the disciple ruins his foe. The initiator makes a melee attack inflicting an additional 12d6 points of damage, and forces the foe to move up to twice the target's base speed in the direction of the initiator's choosing (which provokes attacks of opportunity if the target moves through threatened areas) in a straight line. If the target is incapable of movement, then the target simply takes the damage as normal. This movement provokes attacks of opportunity to all those capable of making them against the target except for the initiator of this maneuver.|PRERULE:1,DisplayFullSpell
954Outer Sphere Stance.MOD					DESC:The Thrashing Dragon disciple flips both of his blades down and concentrates solely on slaying his foe without heed to his own life. When wielding two weapons while in this stance, the disciple gains +1d6 points of damage with his weapons and suffers a -2 penalty to AC.|PRERULE:1,DisplayFullSpell
955Pack Pounce.MOD						DESC:By capitalizing on the opportunities granted by the presence of his allies who are attacking his foe, the lethality of the Golden Lion disciple increases dramatically due to his knowledge of pack tactics. The initiator must be attacking a target that one or more of his allies are also adjacent to, and upon successfully attacking a qualifying target, the initiator receives a +5 circumstance bonus to damage rolls against that target per ally (to a maximum of an additional 15 points of damage for three allies.)|PRERULE:1,DisplayFullSpell
956Panthera on the Hunt.MOD				DESC:With a deep breath and the tightening of honed muscles, the Primal Fury disciple may launch off into a lightning-fast charge. The initiator initiating this maneuver gains a +2 circumstance bonus to hit on his charge attempt (for a total bonus a +4 to hit) and ignores attacks of opportunity from moving through a threatened square.|PRERULE:1,DisplayFullSpell
957Phantom Penumbra.MOD					DESC:To slip through the worlds is a simple matter for the disciple, and using this to deceive and evade an attacker is effortlessly done. The initiator makes a Stealth check against the attacker's Perception check, if the disciple succeeds he is able to teleport to a position up to 20 ft. away, gain the incorporeal subtype, and leave behind 1d6 major images where his previous position lay. Major images persist until they are slain or until 4 rounds have elapsed and the initiator remains incorporeal until his next turn. This ability may be used to attempt evasions at spells and effects that directly target the initiator or for those that allow for a Reflex save. This is an Ethereal plane using maneuver.|PRERULE:1,DisplayFullSpell
958Phantom Sun Stance.MOD					DESC:Using the principles of shadow and light, the Solar Wind disciple is capable of making phantom copies of his ammunition for use in combat. While in this stance, the initiator may make semi-real copies of arrows, bolts, or throwing weapons by willing them into existing as a free action while possessing at least one of the above on his possession. Magical properties, alchemical properties, or special materials of the ammunition are not copied, only the base properties of the ammunition (as if they were made of mundane steel with no special abilities or properties). Once the ammunition has been used, it disappears immediately after the attack. If the bow, sling, or cross bow making the attack has magical properties these are bestowed upon the ammunition. Thrown weapons copied by this stance are duplicates of the original, but do not manifest the material portion of the weapon, only it's magical enhancements. Once these weapons are used, they fade away immediately after use. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
959Phantom Sunstorm.MOD					DESC:The disciple draws back one weapon and lets loose with a hundred. The initiator creates dozens of phantom weapons that cause very real injuries in addition to the one real weapon used in the attack. The initiator initiates this boost as part of an attack or strike. If the attack is successful, then it inflicts maximum damage. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
960Phantom Wind Ray.MOD					DESC:The disciple's knowledge of the desert mirages caused by the sun grants him the ability to obfuscate his attacks within the holes of a foe's perception. The target must make a Perception check opposed by the initiator's next attack roll against the target; if the Perception check fails then he is caught flat-footed against the attack and the attack is resolved against his flat-footed armor class. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
961Pit Fighter's Stance.MOD				DESC:Some disciples have had to use their skills in less than reputable areas, or their teachers have deigned it worthy to learn how to use every opening to your best advantage. Not all who practice this style find that those who master this particular area of the art to be wholly honorable, none can doubt their results. While in this stance, the initiator may make one dirty trick attempt per round as a swift action without provoking attacks of opportunity, and he gains a +2 bonus to his CMD to resist dirty tricks and feint attempts. The initiator also inflicts an additional 2d6 points of damage whenever the target would be denied their Dexterity modifier to their AC.|PRERULE:1,DisplayFullSpell
962Poison Blood.MOD						DESC:Every disciple of Steel Serpent has long since accepted that in battle, sometimes the superior warrior gets injured. The Steel Serpent however, believes that for every wound inflicted upon the disciple, a wound must be inflicted upon the attacker. By forcing ki energies into his blood at the point of being wounded, the blood lost from this attack sprays at the disciple's foe as a caustic acid. To use this counter, the disciple must have been struck in combat by a slashing or piercing weapon. Upon the initiating of this counter, the attacker must make a Reflex save (DC 14 + primary initiator attribute modifier). If the attacker fails this save, he takes acid damage equal to the disciple's initiator level. If the save is successful, the attacker only takes half of this damage. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
963Poisoner's Stance.MOD					DESC:One of the first lessons of Steel Serpent disciples is the knowledge of mundane poisons and how to use them with expertise. While in this stance, the disciple gains the poison use class feature (the disciple no longer risks accidentally poisoning himself when attempting to apply poison to a weapon) and gains a +1 DC per two initiator levels as a competence bonus (maximum +10) to the saving throw DC's of any poison (mundane, magical, sting maneuver or prana maneuver) he applies through the use of this stance.|PRERULE:1,DisplayFullSpell
964Pommel Bash.MOD						DESC:When watching an unarmed fighter work his art, most watch for the fists and feet. The disciple knows this, and surprises his foe, catching him unaware. The disciple makes a surprise elbow strike to the foe that leaves them reeling. The initiator makes an unarmed attack against the target's flat-footed armor class, and the blow inflicts 1d6 points of additional damage. Creatures immune to sneak attacks and critical hits are unaffected by this extra damage.|PRERULE:1,DisplayFullSpell
965Pressure Point Break.MOD				DESC:Just as the deadly coils of the constrictor snake may squeeze the life out of a foe, the Steel Serpent disciple has learned to use his knowledge of his foe's body against him in surprising ways. While in a grapple, the initiator may add any deadly strike or sneak attack damage he possesses to damaging attacks he makes while grappling, plus an additional 2d6 points of damage.|PRERULE:1,DisplayFullSpell
966Pride Leader's Stance.MOD				DESC:Using the principles of shadow and light, the Solar Wind disciple is capable of making phantom copies of his ammunition for use in combat. While in this stance, the initiator may make semi-real copies of arrows, bolts, or throwing weapons by willing them into existing as a free action while possessing at least one of the above on his possession. Magical properties, alchemical properties, or special materials of the ammunition are not copied, only the base properties of the ammunition (as if they were made of mundane steel with no special abilities or properties). Once the ammunition has been used, it disappears immediately after the attack. If the bow, sling, or cross bow making the attack has magical properties these are bestowed upon the ammunition. Thrown weapons copied by this stance are duplicates of the original, but do not manifest the material portion of the weapon, only it's magical enhancements. Once these weapons are used, they fade away immediately after use. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
967Pride Movement.MOD					DESC:By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to a target adjacent ally. This ally must then use this move action immediately to move up to his base speed to a location of his choosing within his range.|PRERULE:1,DisplayFullSpell
968Primal Frenzy.MOD						DESC:The disciple becomes a whirling dervish of hellish weapon blows as he descends into a blood-drenched frenzy of strikes against his surrounding foes, relying on his killer instincts to see him through the fight. As a full attack action, the initiator makes an attack roll at full base attack bonus against each target within his reach with each weapon he is currently wielding (including natural attacks and armor or shield spikes), and each successful attack, the initiator inflicts an additional 7d6 + initiator modifier. After initiating this maneuver, the initiator's focus on offense causes his AC to suffer, taking a -4 penalty.|PRERULE:1,DisplayFullSpell
969Primal Warrior Stance.MOD				DESC:By taking a wide stance that invites the death of any before him, the mighty disciple of Primal Fury wields the power of overwhelming force to it's greatest effects. The initiator's wielded weapons are considered to be one size category larger, or alternately, if the initiator possesses a weapon that is one size category larger than he is, he may wield that weapon without penalty while in this stance. The benefits of this stance stack with abilities or effects that increase the initiator's size (such as enlarge person).|PRERULE:1,DisplayFullSpell
970Primal Wrath.MOD						DESC:A wild but powerful strike is better than a frail and accurate one, says the disciple of Primal Fury. By sacrificing accuracy for potency, the disciple achieves his desired result. The initiator suffers a -2 penalty to his attack roll on this strike, but inflicts an additional 4 points of damage upon a successful attack, or an additional 6 points of damage if the initiator is wielding the weapon in two hands.|PRERULE:1,DisplayFullSpell
971Prince's Attitude.MOD					DESC:The Scarlet Throne disciple knows that he is nobility in the savagery of war, and conducts himself as such when moving through melee. The initiator gains a +4 dodge bonus to his Armor Class when he moves through threatened areas and provokes attacks of opportunity, a +2 competence bonus to Reflex saves and to his Initiative.|PRERULE:1,DisplayFullSpell
972Pugilist Stance.MOD					DESC:By adopting a powerful kick boxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.|PRERULE:1,DisplayFullSpell
973Pyrite Strike.MOD						DESC:With a powerful strike, the Golden Lion disciple pushes his foe into the waiting arms of his allies and their hungry blades. The initiator makes a melee attack that inflicting an additional 1d6 points of damage and forcing his foe to make a 5ft movement from the square he is currently occupying. If the target is incapable of movement, then the target simply takes the damage as normal. This movement provokes attacks of opportunity to all those capable of making them against the target except for the initiator of this maneuver.|PRERULE:1,DisplayFullSpell
974Quick Snap.MOD						DESC:Inevitably, a warrior will receive a wound in battle, and when that happens, those skilled in the ways of the Iron Tortoise make the best of it. By briefly trapping an enemy's weapon within his defenses, the martial disciple may deliver a powerful counter attack. If struck in melee combat, the initiator may make an immediate counter attack which inflicts double damage if successful.|PRERULE:1,DisplayFullSpell
975Raging Hunter Pounce.MOD				DESC:With the ferocity of a raging great cat, the disciple of Primal Fury provides the very real fear that users of this discipline are known to inspire with their reckless assault techniques of offense over all. The initiator makes a charge attack and makes a full attack at the end of the charge against the target creature. He must focus all of these attacks against a single target, and if the target is brought to 0 or fewer hit points, then remaining attacks are lost as the initiator savages the foe's body with the remaining attacks.|PRERULE:1,DisplayFullSpell
976Rattler's Feint.MOD					DESC:Just as the rattlesnake's tail serves as a distraction to its prey, the disciple of Steel Serpent learns to obfuscate his attack by causing his opponent to look where he wants him to. Upon initiating this boost, the disciple may make a free feint attempt against his opponent with a +4 competence bonus; if successful, the target loses his Dexterity modifier to his armor class per feint attempts.|PRERULE:1,DisplayFullSpell
977Red Zephyr's Dance.MOD					DESC:The Red Zephyr's Dance allows the disciple to step confidently through a battlefield, his blade leading the way in decisive sweeps as a gracefully as a ballroom dance. The disciple makes a melee attack at his full attack bonus against a target, and if successful, the disciple moves 10 ft. (no more or no less) and may +make another attack at his next highest attack bonus. He may not make more attacks in a round that his maximum main-hand number of attacks, nor may he move farther than his normal maximum speed. (For example, if a warlord with a base attack bonus of +13 initiated this maneuver, he would make one attack at +13, move 10 ft., make his second attack at +8, then move 10 ft. again, and make a final attack at +3.)|PRERULE:1,DisplayFullSpell
978Red Zephyr's Fleetness.MOD				DESC:The combat focus of a Scarlet Throne disciple lends itself to the analogy of the coiled spring; when necessary, the spring can rapidly unfold and launch with incredible celerity. With this principle adapted to the royal court of battle, the disciple may launch himself with alacrity across the field. The disciple may add 30-ft to his base speed for one round as a circumstance bonus.|PRERULE:1,DisplayFullSpell
979Red Zephyr's Strike.MOD					DESC:With swiftness born of skill, an initiate of the Scarlet Throne learns how to move through the battlefield as lord among warriors. The disciple makes an attack against a foe, and if successful, he may make an immediate 10 ft. movement which does not provoke attacks of opportunity.|PRERULE:1,DisplayFullSpell
980Reflexive Twist.MOD					DESC:With his athletic abilities and reflexes honed to a razor's edge, the Thrashing Dragon disciple may incorporate reflexive evasions into his fighting dance at a moment's notice to defend himself from danger. When making a Reflex save, the initiator may instead make an Acrobatics check in place of his Reflex saving throw bonus to determine his success.|PRERULE:1,DisplayFullSpell
981Regal Blade.MOD						DESC:A disciple of the Scarlet Throne learns that in moments of precise focus, a single stroke of the blade can fell a potent enemy. For a single attack, the disciple may add a +2 insight bonus to his attack roll and +1d8 insight bonus to damage rolls on a single melee attack made during this turn.|PRERULE:1,DisplayFullSpell
982Rending Claws.MOD						DESC:When both of his blades strike home, the Thrashing Dragon disciple may rend and tear with his blades to cause excruciatingly painful and deadly injuries. As a swift action after having made two successful attacks with two wielded weapons (which inflict either piercing or slashing damage) or natural weapons that do slashing or piercing damage against a single target, the initiator may rend his opponent inflicting an additional 8d6 points of damage.|PRERULE:1,DisplayFullSpell
983Resonance Strike.MOD					DESC:By funneling his spiritual power into his attack, the Veiled Moon practitioner may strike an opponent with glowing silvery light on the Material or the Ethereal plane. This strike is resolved as a melee touch attack, and it inflicts 2d6 + primary initiator attribute modifier points of force damage in lieu of normal damage, and this attack may strike incorporeal creatures without risking miss chance. This is an Ethereal plane using maneuver.|PRERULE:1,DisplayFullSpell
984Reversing Thrust.MOD					DESC:By watching the form of the enemy attacking him, the disciple may expertly twist and dodge way from the attack while making an attack on his foe in return. The initiator makes an opposed Acrobatics check against the target's attack roll. If successful, the disciple evades and negates his foe's attack and may make an immediate counter attack at his full attack bonus.|PRERULE:1,DisplayFullSpell
985Ricochet Shell.MOD					DESC:By hurling his shield at his foes with the speed and force of a giant-tossed boulder, the disciple of the Iron Tortoise bounces his shield between a few targets with rapid speed and punishing force. The initiator makes a ranged attack, hurling his shield with a 20 ft. range increment. If successful, this attack inflicts damage as a shield bash and inflicts an additional 3d6 points of damage and may bounce to another valid target using the same attack roll within 10 ft. of the target. This second target suffers damage as a shield bash plus an additional 2d6 points of damage for the second target, an additional 1d6 points of damage for the third target, and normal shield bash damage for the fourth and final target. At the end of the attack, the shield returns to the initiator who may catch it as a free action and resume its use that round.|PRERULE:1,DisplayFullSpell
986Riddle of Iron.MOD					DESC:With a flourishing of his blade, the Scarlet Throne disciple confuses the senses of his foe as he lands a strike from an unexpected angle. The initiator must make a melee attack against a foe, and if successful the strike inflicts an additional 5d6 points of damage and dazes the target for one round on a failed Will save (DC 15 + initiator modifier).|PRERULE:1,DisplayFullSpell
987Riddle of Steel.MOD					DESC:With a swift and deadly strike, the disciple is capable of disabling a foe's senses for a few moments, effectively eliminating the threat. The disciple makes a melee attack against his opponent, if successful, the strike deals an additional 6d6 points of damage and stuns his opponent for 1d4 rounds on a failed Will save (DC 18 + initiator modifier).|PRERULE:1,DisplayFullSpell
988Rising Zenith Strike.MOD				DESC:With supreme focus, comes great insight into the workings of a foe's defenses. When the moment is right, the disciple releases his attack in a vicious upward swing. The disciple makes a Sense Motive check in place of his normal attack roll (he may add any enhancement bonus from the weapon or feats that apply from the use of his weapon to this Sense Motive check as well), and if this Sense Motive check equals or exceeds the target's armor class, the attack deals double damage. If this check does not meet or exceed the target's armor class, then the attack fails and the disciple misses.|PRERULE:1,DisplayFullSpell
989Roar of Battle.MOD					DESC:The Golden Lion disciple delivers a telling blow, shattering bones and piercing defenses alike as he presses the foe into opening vital places for his allies to gain purchase. The initiator makes an attack inflicting an additional 6d6 points of damage. Allies who attack the target of this maneuver inflict an additional 3d6 points of damage on successful attacks for one round.|PRERULE:1,DisplayFullSpell
990Royal Blade.MOD						DESC:As a true king of battle, the disciple brings his mastery of Scarlet Throne to the battlefield to the despair of his foes. By initiating this maneuver, his show of majestic force proves his claim to power. The disciple may add a +5 insight bonus to his attack roll and +5d8 insight bonus to damage rolls on a single melee attack made during this turn. Additionally targets who've been struck by an attack augmented with this boost must make a Will save (DC 17 + initiator modifier) or be left cowering for 1 round.|PRERULE:1,DisplayFullSpell
991Ruby Battle Lord's Strike.MOD				DESC:Perfection in combat is the true goal of any disciple of Scarlet Throne, and to become a true master of this discipline is to know how to strike perfectly with each and every attack. The disciple initiating Ruby Battle Lord's Strike must make a full attack against a target, each attack using his full base attack bonus with a +2 insight bonus instead of the normal -5 reduction of each consecutive attacks (i.e. an initiator with a base attack bonus of +16, who normally has four attacks in a full attack action, would make each attack using this maneuver using his full +16 base attack bonus with a +2 insight bonus in addition).|PRERULE:1,DisplayFullSpell
992Ruby Zenith Strike.MOD					DESC:The focus of battle teaches that in a single hair's breadth of time, a warrior may strike down a foe in a single blow. The disciple makes a Sense Motive check in place of his normal attack roll (he may add any enhancement bonus from the weapon or feats that apply from the use of his weapon to this Sense Motive check as well), and if this Sense Motive check equals or exceeds the target's armor class, the attack deals triple damage. If this check does not meet or exceed the target's armor class, then the attack fails and the disciple misses.|PRERULE:1,DisplayFullSpell
993Running Hunter's Stance.MOD				DESC:The swiftest hunter catches the prey, and the Primal Fury disciple has trained his body mercilessly to increase his speed. While in this stance, the initiator gains a +10 enhancement bonus to his base land speed.|PRERULE:1,DisplayFullSpell
994Sanguine Barrier.MOD					DESC:The focus required in battle allows the disciple to anticipate incoming attacks. The disciple makes a Sense Motive check and add a +2 competence bonus to the roll, opposing a single melee or non-spell or spell-like ability ranged attack. If successful, the disciple negates the attack.|PRERULE:1,DisplayFullSpell
995Sanguine Perfection.MOD					DESC:The supreme clarity of mind and focus of form allows a disciple of Scarlet Throne of this skill to simply overcome any obstacle placed upon them, albeit for the short term. The disciple calls upon his supreme will and focus and may delay or stop a number of negative conditions placed upon him through the use of this maneuver for a number of rounds equal to the disciple's initiator modifier. Conditions that are subjected to this maneuver are: blinded, confused, cowering, dazed, dazzled, deafened, disabled, dying (though he still suffers hit point damage each round), energy drained, exhausted, fascinated, fatigued, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, or unconscious. If the condition has a duration that would expire before the use of this maneuver, then the effect is negated. If there effect would have continue to have effect after the duration of this maneuver expires, then the subject suffers the remaining duration of that effect as normal after the maneuver ends.|PRERULE:1,DisplayFullSpell
996Sanguine Perseverance.MOD				DESC:The focus of battle that a disciple of Scarlet Throne has allows him to react to danger before he actively knows it is present, his senses acknowledging peril before his mind would know of it. A disciple may initiate this counter when made to make a saving throw, the disciple makes a Sense Motive check and uses the result of this check in place of his normal saving throw.|PRERULE:1,DisplayFullSpell
997Sanguine Proclamation.MOD				DESC:With a mighty overhand swing the Scarlet Throne disciple puts his foe in their place; on their knees before the majesty of a prince of warriors. The initiator must make a melee attack against a target creature, if successful the attack inflicts an additional 10d6 points of damage and the initiator must make a successful Will save (DC 17 + initiator modifier) to resist being driven to their knees and considered knocked prone.|PRERULE:1,DisplayFullSpell
998Scarlet Duelist Attitude.MOD				DESC:The force of will that a disciple of Scarlet Throne possesses is enough to protect him and guide his steps through battle, and his battle focus allows him to anticipate danger before it happens. By adopting this stance, the disciple may add +5 insight bonus to his Armor Class, CMD, and to his Initiative score.|PRERULE:1,DisplayFullSpell
999Scarlet Eye's Perception.MOD				DESC:By watching his opponent's defenses and waiting for the hole in them to open, the Scarlet Throne disciple strikes with the speed of the gods. The initiator's next melee attack against that target is resolved as a touch attack.|PRERULE:1,DisplayFullSpell
1000Scarlet Majesty Stance.MOD				DESC:The fearsome glory of a master disciple of the Scarlet Throne discipline causes him to appear as nothing less than a god of war incarnated in flesh and steel. While in this stance, any creature with an intelligence of 1 or higher must make a Will save (DC 18 + initiator modifier) to make an attack against him. If this saving throw is a success, then he may proceed to attack him as normal. If the opponent fails, he may not attack the disciple on this round but his action is not wasted. Targets who have successfully struck the disciple for damage after a successful Will save confers immunity to this effect for 24 hours. Should the target fail to hit the disciple after a successful Will save, he must make another Will save in subsequent rounds to attempt to attack the disciple. A single attempt to overcome the awe-inspiring presence of the Scarlet Throne disciple may be made per round by any one creature.|PRERULE:1,DisplayFullSpell
1001Scarlet Riposte.MOD					DESC:Within the focus of the disciple's mind, pathways to victory form with which he uses to sculpt and mold the outcome of the battle. When an enemy's attack threatens to unravel these pathways, a supreme act of will can restore order to them. The disciple makes a Sense Motive check with a +4 competence bonus opposing his enemy's melee attack roll, if successful, the attack is blocked and he may make an immediate counter attack against that opponent at his full attack bonus and inflict an additional 3d6 points of damage.|PRERULE:1,DisplayFullSpell
1002Scarlet Einhander.MOD					DESC:By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and one-handed, and leads with his blade in an elegant and graceful manner, his strikes strong and his profile aiding him in defense. When wielding a melee weapon in one hand, the initiator presents a slim profile with strong offensive and defensive ability. The initiator gains a +2 shield bonus to his Armor Class and inflicts an additional 1d6 points of damage while in this stance.  The shield bonus increases by +1 when the character's initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level.  Upon reaching 10th initiator level, the bonus damage increases to 2d6.|PRERULE:1,DisplayFullSpell
1003Scything Strike.MOD					DESC:The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target.|PRERULE:1,DisplayFullSpell
1004Searing Break.MOD						DESC:By binding the light of the sun's rays into his weapons, the disciple of the Solar Wind may attack with the sun's burning heat. As a swift action, the initiator may add an additional 3d6 points of fire damage on all ranged attack for one round. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1005Shards of Adamantine Strike.MOD			DESC:It is said that masters of the discipline are capable of using their hand in the manner of striking serpent and punch through solid stone as if it were straw, and disciples with this maneuver are those who can. Taking this training to the theater of war, a punch so potent that it can leave the foe sickened with pain is what this art form can deliver. The initiator makes an attack against the target creature and if successful, this attack inflicts an additional 12d6 points of damage that ignores the target's damage reduction or an object's hardness. If striking a living creature, the target must make a Fort save (DC 17 + primary initiator attribute modifier) or be nauseated with the pain of the strike for 1d4 rounds.|PRERULE:1,DisplayFullSpell
1006Shards of Iron Strike.MOD				DESC:By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent's vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.|PRERULE:1,DisplayFullSpell
1007Shards of Steel Strike.MOD				DESC:By targeting vital soft tissues with a pointed, viper head-like finger jab, the disciple punctures flesh and releases the vital blood supply of his foe all over the ground in a deluge. The initiator makes an atttack at a target creature, and if successful this strike inflicts an additional 8d6 points of damage and the target suffers the bleeding condition, bleeding 2d4 points of damage per round for the initiator's primary initiator attribute modifier in rounds. A successful DC 20 Heal check or the application of any effect that cures hit point damage will stop the bleeding.|PRERULE:1,DisplayFullSpell
1008Sharpened Talons.MOD					DESC:By quickly scraping his blades together to create metallic burrs along their edges, he quickly sharpens them for his next attack. When two-weapon fighting with light bladed weapons (or with natural attacks that inflict slashing damage) the disciple's attacks with those weapons inflict an additional 2d6 points of damage for the round.|PRERULE:1,DisplayFullSpell
1009Defensive Shell.MOD					DESC:The Iron Tortoise initiate has quick reflexes and a strong shield with which to defend his allies. The initiator makes a shield bash attempt against an enemy's attack roll that targets an adjacent ally. If the initiator succeeds, he negates the attack against his ally.|PRERULE:1,DisplayFullSpell
1010Shell Shock.MOD						DESC:The Iron Tortoise disciple has in his arsenal a stout shield and strong arms, and a will to decisively win a battle. By bringing all of his strength to bear, the Iron Tortoise disciple steps up to his foe with a devastating shield bash that sends him flying. Make a shield bash attempt, if successful, the attack inflicts an additional 4d6 points of damage and if the target fails a Reflex save (DC 15 + initiation modifier) knocks the opponent up to 20-ft away where he will land prone. The direction to where his opponent is flown is decided by the initiator.|PRERULE:1,DisplayFullSpell
1011Shield-Breaking Strike.MOD				DESC:By removing the protection of his prey, the disciple of Primal Fury shreds leather and metal equally as a great cat's claws would tear animal hide. The initiator makes an attack against a foe and if successful, inflicts damage as normal to the target and inflicts the broken condition on a target piece or suit armor or shield and imposes a -4 penalty to their armor or shield bonus (not to exceed the total armor or shield bonus) until the item is repaired. If the item is magical, this maneuver is resolved as a normal sunder attempt as a free action as part of the strike (which does not provoke attacks of opportunity) and the initiator gains a +2 bonus to his CMB check for this attempt.|PRERULE:1,DisplayFullSpell
1012Shoulder Rush.MOD						DESC:The disciple of Primal Fury uses his aggression to take opportunities whenever possible, and a solid shoulder into a foe at an opportune moment can tip the scales of war in the disciple's favor. As a standard action, the initiator may make a bull rush or overrun attempt with a +4 circumstance bonus, and this attempt does not provoke attacks of opportunity.|PRERULE:1,DisplayFullSpell
1013Shrug It Off.MOD						DESC:By relying on his instincts to protect him in the theater of war, the disciple twists and dodges to escape injury in the same manner as an animal can sense danger before it strikes. The initiator makes an opposed Survival check against the attacker's melee or ranged attack roll, including spells or supernatural effects; if the initiator's Survival check equals or exceeds the attack roll, then the attack is negated.|PRERULE:1,DisplayFullSpell
1014Sickening Venom Strike.MOD				DESC:With a sharp jab of sickening ki energy, the Steel Serpent disciple can rob an enemy of his will to continue to fight as their body rebels against them. Make an attack against an opponent, and if this is successful, the strike inflicts an additional 2 points of Constitution damage and has the chance to sicken the target for 1d4 rounds. A successful Fortitude save (DC 13 + primary initiator attribute modifier) halves the Constitution damage and negates the sickened effect. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1015Sight Piercing Fang.MOD					DESC:With the swiftness of a striking snake, the disciple makes a jab at his opponents face to temporarily steal his vision. The disciple makes a melee attack against his target, if successful the strike inflicts an additional 2d6 points of damage and the target must make a Reflex save (DC 13 + primary initiator attribute modifier to negate). If this save is unsuccessful, the target is blinded for 1 minute as his eyes are temporarily rendered useless.|PRERULE:1,DisplayFullSpell
1016Silencing Strike.MOD					DESC:By focusing his ki and striking at a foe's throat chakra, he can close it temporarily and cut off the target's ability to speak. The disciple makes a melee attack and if successful, the strike inflicts an additional 5d6 points of damage and on a failed Fortitude save (DC 17 + primary initiator attribute modifier) is silenced and unable to speak or vocalize for 1d6 rounds. On a successful saving throw, the target is still unable to speak for one round. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1017Singing Steel Punch.MOD					DESC:With a powerful strike to the head of the target, the disciple's fist hits as hard as meteoric iron and sets the jaw of the target loose and rings the proverbial bell of the unfortunate who was unlucky to face him. The initiator makes a melee attack against the target creature, and if successful, he inflicts an additional 8d6 points of damage and this forces the target to make a Fortitude save (DC 16 + primary initiator attribute modifier) or be deafened and silenced for 1d4 rounds. If the target makes the save, then the target is only deafened for one round.|PRERULE:1,DisplayFullSpell
1018Skirmisher's Stance.MOD					DESC:By adopting a hit-and-run attitude, the disciple of Primal Fury disciple moves swiftly and strikes with deadly force. While in this stance, if the initiator moves 10 ft. or more on his turn, attacks made by him inflict an additional 2d6 points of damage and he gains a +2 dodge bonus to his Armor Class.|PRERULE:1,DisplayFullSpell
1019Smashing Shell.MOD					DESC:The Iron Tortoise disciple is a master of using his shield both for offense and defense. By bringing his shield to bear and stepping in to meet a foe with a powerful and unexpected shield bash, the disciple may daze his foe into defeat. The initiator makes a shield bash attempt against his opponent, if successful this strike inflicts an additional 4d6 points of damage and has a chance to daze the target on a failed Fortitude save (DC 14 + initiation modifier).|PRERULE:1,DisplayFullSpell
1020Snapping Riposte.MOD					DESC:By searching for openings in an opponent's defenses when they reach to attack, the Iron Tortoise disciple learns to strike through this opening to score a vicious wound. If an attacking opponent misses the initiator, he may make an immediate counter attack against them with a +2 competence bonus to hit.|PRERULE:1,DisplayFullSpell
1021Snapping Strike.MOD					DESC:Initiates of the Iron Tortoise school learn basics of the style, and that is to keep one's shield high and one's weapon low. By making a quick and vicious strike, the disciple may drive home a potent blow. The initiator makes a melee attack, and if successful, this attack inflicts an additional 1d6 points of damage.|PRERULE:1,DisplayFullSpell
1022Snapping Turtle Rush.MOD				DESC:By charging forward to gain momentum, the martial disciple may make a powerful shield bash that may knock his foes to the ground, crippled with injuries. The martial disciple must make a charge attack using his shield, if successful, the strike inflicts an additional 8d6 points of damage and knocks his foe prone on a failed Reflex save (DC 16 + initiation modifier).|PRERULE:1,DisplayFullSpell
1023Snapping Turtle Stance.MOD				DESC:The disciple of the Iron Tortoise in this stance holds his shield in a manner to deliver punishing shield bashes without sacrificing his ability to defend himself. While in this stance, the initiator may make shield bash attacks without losing his shield bonus to his Armor Class, and shield bash attacks inflict an additional 1d6 points of damage.|PRERULE:1,DisplayFullSpell
1024Solar Flare.MOD						DESC:Where the light of the sun touches, so does the burning reach of the Solar Wind disciple, allowing him to curve his weapons around impossible angles. The initiator makes a ranged attack against a target creature, and this attack ignores any cover defense that the creature possesses and inflicts an additional 2d6 points of fire damage. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1025Solar Hailstorm Stance.MOD				DESC:A master of the Solar Wind, the disciple may attack with the speed of the sun's rays. While in this stance and making a full attack, he may make two additional ranged weapon attacks using his full base attack bonus and he may add his initiator modifier to damage on these attacks. This bonus does not stack with effects like haste or the speed special weapon property or effects that are similar to them, nor does it combine with feats like Rapid Shot or Multishot that grant extra attacks. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1026Solar Lance.MOD						DESC:The disciple focuses his energies into his weapon and lets loose a powerful shot in a gusting wind. The initiator makes a ranged attack against his foe and if successful, the attack inflicts an additional 2d6 points of damage. The force of the wind that accompanies this blow is enough to potentially bull rush an opponent, allowing the initiator to make a free bull rush attempt as part of this attack, using his initiator modifier to calculate his CMB for the attempt with a +2 competence bonus. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1027Solar Meteor Blow.MOD					DESC:The disciple of the Solar Wind wraps the force of a hurricane around his weapon before launching it high into the air to have it crash down amongst his enemies, scattering them to the ground. The initiator makes an attack against either a target creature inflicting an additional 6d6 damage to the target or at the ground at a target creature's feet. The 5ft square that the target occupies or the targeted 5ft space itself immediately sets of a powerful wave of air that potentially knocks enemies prone within a 15ft radius of the target on a failed Fortitude saving throw (DC 16 + primary initiator attribute modifier; this including the target, who suffers a -4 penalty to this saving throw). This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1028Solar Reflection.MOD					DESC:As reflective surfaces bounce the rays of the sun, so can the Solar Wind disciple ricochet a missile weapon from one target to another. The initiator makes a single ranged attack roll and if this roll is successful, he may apply this same attack roll against another opponent within 20 ft. of the first. This strike inflicts an additional 2d6 points of damage to the first target, and normal damage to the second target. Each reflection attack is considered a separate attack for the purposes of determining the effectiveness of single attack boosting abilities, such as boosts that affect one attack or spells like true strike.|PRERULE:1,DisplayFullSpell
1029Solar Sting.MOD						DESC:The Solar Wind disciple readies his attack and launches it into the sky. The weapon crashes down into the targeted area and creates a semi-real field of phantom caltrops. The initiator chooses a target area within range of his ranged attack, and makes an attack roll to hit that location (AC 5 plus any range penalties). The target area (one 10 ft. by 10 ft. square) becomes covered with phantom caltrops of softly glowing light that cause the area to be considered difficult terrain and act as vicious caltrops, using the initiator's initiator modifier as their attack bonus and inflicting 1d2 points of damage and halving the base speed of any they manage to attack. Targets are denied their armor bonus, shield bonus, and deflection bonus to AC against this attack, but if they're wearing boots or heavy foot gear they have a +2 armor bonus to their AC against this attack.|PRERULE:1,DisplayFullSpell
1030Solar Storm.MOD						DESC:By wrapping the winds of tornadic force around his weapon and attacking a foe or the ground at a target's feet, the Solar Wind disciple may cause a brief tornado to wrap around a target and both shield and limit their abilities. The initiator makes an attack against either a target creature (inflicting damage as normal) or at the ground at a target creature's feet (friend or foe). The 5ft square that the target occupies or the targeted 5ft space itself becomes wrapped in a sheath of swirling tornado-like winds. The subject of this cannot be targeted by missile weapons of any kind (but spells can target him as normal) nor can the initiator make ranged attacks out of this storm (but spells may be cast as normal). If the creature tries to leave the area of effect of this maneuver, he must make a Reflex save (DC 13 + initiator modifier) or be forced to stay in that space, unable to make a move action or free 5ft step out of that space. If he succeeds or if the duration of 1d6 rounds expires, then the winds are dispersed and the target may act as normal. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1031Solar Wind Lancet.MOD					DESC:With the mighty force of the Solar Wind, the disciple lets loose a missile with breath-stealing, devastating force. Upon initiating this boost, the next ranged attack that the initiator makes inflicts an additional 2d6 points of damage upon a successful attack and potentially knocks his target prone (a successful DC 14 + initiator modifier Fortitude save negates being knocked prone). This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1032Solar Wind Nova.MOD					DESC:The true champion and master of the Solar Wind may unleash this devastating attack against all of his foes by unleashing his attack towards the sky where it splits apart into a deadly rain of phantom weapons and brilliant sunlight. The initiator picks a target creature or area as if he were using a grenade like weapon and a 20 ft. burst of burning phantom ammunition crashes down on this area, inflicting 10d6 points of damage and 10d6 points of fire damage. The targets in the area of effect may make a Reflex save (DC 19 + initiator modifier) to reduce the damage by half. On a failed save, the target is knocked prone from the force of the attack. This maneuver creates its own ammunition, or if the initiator chooses to, can use special ammunition if the initiator desires.|PRERULE:1,DisplayFullSpell
1033Solar Wind Tsunami.MOD					DESC:The disciple holds aloft a glowing weapon which burns with the wrath of the Solar Wind, and lets it loose against his foes in a wave of destruction. The initiator creates a 60 ft. cone-shaped burst of quasi-real missiles that tear his foes to shreds. The attack inflicts 15d6 + initiator level (max +20) points of damage to all within the area of effect. Targets within may make a Reflex save (DC 18 + initiator modifier) to take half damage. The initiator need not loose his projectile weapon as part of this attack, retaining it to use at a later time. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1034Spinning Adamantine Axe.MOD				DESC:With a powerful leap into the air, the disciple of the Broken Blade unleashes a powerful spinning kick to his surrounding foes that strikes with the force of a hurricane. The initiator makes one unarmed attack against each foe in range, each successful strike inflicting an additional 10d6 points of damage that ignores the target's damage reduction. Foes that are struck are also knocked prone from the force of this assault.|PRERULE:1,DisplayFullSpell
1035Spinning Flurry Rush.MOD				DESC:The disciple of the Broken Blade takes a deep breath when he finds himself surrounded by opponents and hopes that they've made peace with the gods, for they will be seeing them soon. The initiator makes two attacks at full base attack bonus per opponent within his reach, and each attack inflicts an additional 4d6 points of damage.|PRERULE:1,DisplayFullSpell
1036Spirit Sensing Stance.MOD				DESC:By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and moves into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30 ft. of his position.|PRERULE:1,DisplayFullSpell
1037Spiritual Weapon Stance.MOD				DESC:By channeling ethereal energies along his weapons and his body, the initiator becomes immersed in both worlds, being as solid on the Ethereal Plane as he is on the Material. While in this stance, the initiator's weapons, armor, and equipment are treated as if they had the ghost touch property (ammunition retains the property until used), and his attacks inflict an additional 2d4 points or force damage. This is an Ethereal plane using stance.|PRERULE:1,DisplayFullSpell
1038Spitting Cobra Stance.MOD				DESC:Some serpents spit their venom, and as they are deadly at a distance so does the disciple learn to be deadlier at range with his attacks. When at range, thrown weapons inflict an additional 2d6 points of damage while in this stance.|PRERULE:1,DisplayFullSpell
1039Stance of Aggression.MOD				DESC:By focusing his fury on the ending of his foes, the disciple forgoes finesse for devastating power. While in this stance, the initiator suffers a -2 penalty on all attack rolls but any successful attack inflicts an additional 1d6 points of damage.|PRERULE:1,DisplayFullSpell
1040Stance of Piercing Rays.MOD				DESC:A Solar Wind disciple learns to cause his ammunition pierce like the burning rays of the sun itself. While in this stance, the initiator's ranged attacks inflict an additional 1d6 points of fire damage. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1041Stance of the Defending Shell.MOD			DESC:An Iron Tortoise initiate learns a valuable stance that forms the core of their discipline, that being the nature of the unbreakable wall. By focusing one's attention to defense with their shield, their martial skill improves their defense. The initiator gains an additional +1 bonus to his shield AC bonus for every 4 initiator levels he possesses (to a maximum of +5).|PRERULE:1,DisplayFullSpell
1042Stance of the Ether Gate.MOD				DESC:By shifting his essence partially into the Astral plane, the disciple finds that moving through that plane as just as easy as moving through the Material plane. While the disciple is in this stance, he may teleport up to his movement speed as a move action, or twice his movement speed as a full round action, at will. He must see his destination clearly to be able to teleport to it. The initiator may not take any creatures with him when teleporting; only himself and the gear he is carrying plus up to an additional 20lbs. This stance meets the qualifications for the Dimensional Agility feats, should the initiator wish to take them.|PRERULE:1,DisplayFullSpell
1043Steady Hand.MOD						DESC:The disciple's limbs and muscles are strong and wise with the knowledge of weapons in flight. As a swift action, the initiator may increase the range of his ranged attacks by an additional 30 ft. for the first range increment (first increment only) for one round.|PRERULE:1,DisplayFullSpell
1044Steel Axe Kick.MOD					DESC:With a sweeping axe kick that strikes as hard as any hammer strike could ever hope for, the disciple of the Broken Blade lands a crushing blow that causes even the strongest of opponents to pause in pain. The initiator delivers a devastating spinning kick (as an unarmed strike) that inflicts an additional 10d6 points of damage and potentially daze target for one round on a failed Fortitude save (DC 16 + primary initiator attribute modifier).|PRERULE:1,DisplayFullSpell
1045Steel Coils.MOD						DESC:In this stance, the movements and motions of the disciple become more sinuous and deliberate, as if he were a serpent coiled to strike. While in this stance, the disciple may make grapple attempts without provoking attacks of opportunity, and if the disciple successfully grapples a foe, he may constrict his opponent to inflict 4d6 + his Strength modifier in damage.|PRERULE:1,DisplayFullSpell
1046Steel Fang.MOD						DESC:The spiritual ki focus of the disciple is so intense that it gains armor piercing force when applied to a weapon or knife hand strike. The disciple makes an attack against an opponent, and if successful, the attack deals an additional 8d6 points of damage and bypasses all damage reduction the target may possess. The awesome force of the disciple's ki is so strong that it has the potential to daze the opponent on a failed Will save (DC 15 + primary initiator attribute modifier) for one round. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1047Steel Flurry Strike.MOD					DESC:The disciple makes a furious set of attacks upon his foe, hammering through defenses and striking rapidly. The initiator may make three attacks against his foe at full base attack bonus with a -2 penalty to hit. Successful hits inflict an additional 3d6 points of damage per hit.|PRERULE:1,DisplayFullSpell
1048Steel Grappler's Attitude.MOD				DESC:By assuming this stance, the disciple of the Broken Blade has learned to shift his mass and balance to his advantage when grappling and running down his foes. While in this stance, the initiator counts as one size category larger when calculating CMB and CMD for grapple, bull rush, and overrun attempts, for use during counters, and he may add his primary initiator attribute modifier to his CMB checks and to his CMD for grapple, bull rush, and overrun attempts and resisting those that use those combat maneuvers against him.|PRERULE:1,DisplayFullSpell
1049Steel Shell.MOD						DESC:By steeling himself against an attack behind the wall of his mighty shield, an Iron Tortoise disciple may attempt to negate or reduce an incoming attack. The initiator make an opposed attack roll using his base attack bonus plus shield bonus to AC against the opponent's attack roll. If successful, the attack is negated. If the opposed check is failed by the martial disciple, he instead gains DR 20/- to resist the attack.|PRERULE:1,DisplayFullSpell
1050Sting of the Adder.MOD					DESC:Striking with surety and precision, the disciple attacks the chakra of wisdom on his foe with his ki in an attempt to cloud his foe's mind. The disciple makes an attack against a target; if successful the strike inflicts an additional 5d6 points of damage and 1d4 points of Wisdom damage (Fortitude save DC equal to 14 + primary initiator attribute modifier to halve this Wisdom damage). On the following round on a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Wisdom damage. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1051Sting of the Asp.MOD					DESC:Through the use of this maneuver, the disciple readies a weakening dose of ki energy with his weapon's strike to sap his foe of his power. The disciple makes an attack against a target; if successful the strike inflicts an additional 1d6 points of damage and 2 points of Strength damage (Fortitude save DC 12 + primary initiator attribute modifier; success halves this Strength damage). On the following round on a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Strength damage. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1052Sting of the Cobra.MOD					DESC:By focusing destructive, life-destroying ki into his attack, the Steel Serpent disciple strikes at the very heart of his foe's life force. The disciple makes an attack against a target; if successful the strike inflicts an additional 8d6 points of damage and 2d4 points of Constitution damage (Fortitude save DC equal to 18 + primary initiator attribute modifier to halve this Constitution damage). On the following two rounds on a failed save, the corrupted ki energies inflict an additional 2d6 points of damage and 2 additional points of Constitution damage. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1053Sting of the Rattler.MOD				DESC:Disciples of Steel Serpent learn to emulate the swift and powerful strikes of the serpent kingdom and leave lasting wounds through the power of their ki. By focusing this harmful energy into a single attack, the disciple may cause more grievous injuries than his opponent would register immediately. The disciple makes an attack and if successful, inflicts an additional 1d4 points of damage. The following round on the disciple's turn, the enemy takes an additional 1d4 points of damage due to the venomous ki that has built up in the wound. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1054Sting of the Viper.MOD					DESC:The disciple reaches out and strikes at his opponents will and force of being, crushing his foe's chakras with his ki. The disciple makes an attack against a target; if successful the strike inflicts an additional 8d6 points of damage and 1d6 points of Charisma damage (Fortitude save DC equal to 16 + primary initiator attribute modifier to halve this Charisma damage). On the following two rounds on a failed save, the corrupted ki energies inflict an additional 2d6 points of damage and 2 additional points of Charisma damage. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1055Storm of Iron Fists Strike.MOD			DESC:The true master of the Broken Blade unleashes a storm of adamantine-hard strikes that rip through the defenses of his unfortunate target that resound as thunder from the force of the blows. Those witnessing this strike implemented rarely forget it, and those that feel it rarely survive it. The initiator makes a full attack as a standard action and each strike inflicts an additional 5d6 points of damage that ignores damage reduction. After the attacks are made, the target must make a Fortitude save (DC is 19 + primary initiator attribute modifier). Each successful hit increases Fortitude save by +2 per attack to resist this strike; failure on the Fortitude save indicates that the target is reduced to -1 hit points.|PRERULE:1,DisplayFullSpell
1056Strategic Blow.MOD					DESC:With a tremendous strike, the disciple confuses the enemy and creates an opening for an ally to reposition himself. The initiator makes a melee attack inflicting an additional 8d6 points of damage; additionally an ally within 10 ft. of the initiator that he chooses may make a move action immediately.|PRERULE:1,DisplayFullSpell
1057Strike of Defeat.MOD					DESC:'A dead foe is a foe that can trouble you no more,' is an old adage of the Scarlet Throne disciple. An injured foe is easy prey, but is still a foe nonetheless. By utilizing this swift executioner's strike, the Scarlet Throne disciple removes a potential threat and obstacle from his path. The disciple makes an attack against a foe, if successful this strike deals additional damage determined by the state of the enemy's hit points. If the enemy has more than 75%% of his total hit points, this strike does no additional damage. If the foe has less than 75%% hit points, this strike inflicts an additional 4d6 points of damage. If the foe has less than 25%% of his total hit points, this strike inflicts an additional 8d6 points of damage.|PRERULE:1,DisplayFullSpell
1058Stunning Solar Flare.MOD				DESC:The Solar Wind disciple can steal the fight from an enemy from a target with a single attack, such is his great skill. The initiator makes a ranged attack against a foe, if successful the attack inflicts an additional 8d6 points of damage and stuns the opponent on a failed Fortitude save (DC 17 + initiator modifier) for 1d3 rounds.|PRERULE:1,DisplayFullSpell
1059Sun Dips Low.MOD						DESC:With a sudden, darting movement the Thrashing Dragon disciple may dodge an attack and protect himself from harm, if perfectly timed. The disciple opposes an enemy's attack roll by making an Acrobatics check; if successful then he successfully evades the attack. If not, he is struck by the blow as normal.|PRERULE:1,DisplayFullSpell
1060Sunwalker Stance.MOD					DESC:Using the hunting techniques of the ancient days of the White Steppes, the Solar Wind disciple hunts on the move, making attacks while chasing down his prey. The initiator gains the benefits of the Shot on the Run feat (As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement) while in this stance (he does not need to meet the prerequisites of this feat), and he gains a +2 competence bonus to his armor class against ranged attacks if he moves more than 10 ft. during his turn.|PRERULE:1,DisplayFullSpell
1061Sweeping Tail.MOD						DESC:Within his battle dance, the disciple dips low and sweeps his leg out to knock an opponent down. The disciple makes a trip attempt which does not provoke attacks of opportunity, and he gains a +4 bonus to this check. Creatures successfully tripped suffer 1d6 + the initiator's initiator modifier in damage from the heavy fall.|PRERULE:1,DisplayFullSpell
1062Swift Claws.MOD						DESC:The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack roll, as a single attack action. Creatures with more than two arms may still only strike with two wielded weapons.|PRERULE:1,DisplayFullSpell
1063Tactical Snap.MOD						DESC:The turtle, when it on it's back, is helpless to defend itself and is immobilized unless it can right itself. The disciple of this discipline learns to use this inspirational creature's weakness as a potent weapon by making a low and powerful strike that may knock his opponent prone. As part of this maneuver, the initiator makes a single melee attack. If this attack is successful, he may initiate a free trip attempt with a +2 competence bonus against his opponent that does not provoke an attack of opportunity.|PRERULE:1,DisplayFullSpell
1064Tactical Strike.MOD					DESC:Any commander knows that in battle, footwork is key. By utilizing this theory, the Golden Lion disciple helps his comrades to understand this. The disciple makes a melee attack against a foe; if successful, any ally he designates within 10 ft. of his position may make an immediate free 10 ft. movement without provoking attacks of opportunity.|PRERULE:1,DisplayFullSpell
1065Tail Slap.MOD						DESC:As the true dragon fights and employs all of its mighty limbs in combat, so does the disciple that emulates their graceful and deadly style. As part of this strike, the initiator makes a normal melee attack and if successful, the disciple makes an additional powerful spinning kick, landing a heavy blow to his foe which may temporarily rob him of his senses. The initiator makes an attack against a foe at full base attack bonus; if successful, the attack inflicts additional damage equal his unarmed strike damage plus an additional 3d6 points of damage and potentially stuns his foe. On a failed Fortitude saving throw (DC 16 + initiator modifier) the foe is stunned for 1d4 rounds. If the saving throw is successful, the foe is merely dazed for one round. The character does not provoke attacks of opportunity for not possessing the Improved Unarmed Strike feat when using this strike, but additional damage from this strike inflicts non-lethal damage unless the character possesses that feat.|PRERULE:1,DisplayFullSpell
1066Leaping Dragon.MOD					DESC:As a dragon takes wing, his powerful legs thrust him skyward as his wings spread out to clutch the air. The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start.|PRERULE:1,DisplayFullSpell
1067Taunting Turtle.MOD					DESC:The initiator points out an enemy on the field of battlefield and through words, postures, or gestures insults and infuriates the foe to attack him at his next available action with whatever means he possesses. The target makes a Will save (DC 12 + initiation modifier) or he must attack the initiator on his next action in some form or fashion. This maneuver only effects creatures with an intelligence score of 3 or higher.|PRERULE:1,DisplayFullSpell
1068Tearing Fang.MOD						DESC:Weakening a foe with repeated nips and bleeding wounds will cripple them, so the Steel Serpent mantra goes, and then you may proceed with the kill. The disciple's attack causes an additional 2d6 points of damage per successful attack and causes the target take an additional 2 points of damage for 1d4 rounds following the attack due to the wounds bleeding. Additional applications of this maneuver stack for additional bleed damage, and further applications increase the duration by an additional 1d4 rounds for the total bleed damage. A successful Heal check (DC 15) or any magical effect that cures hit point damage will stop the bleeding.|PRERULE:1,DisplayFullSpell
1069Thrashing Blades.MOD					DESC:With the speed and ferocity of a rampaging dragon, the disciple rends his foe to ribbons with his furious onslaught as he turns the quickening principles of fighting many opponents to fight only one. The initiator may make a full attack action at his foe, each attack at full attack bonus (with no reduction from iterative attacks), with both wielded weapons and any natural attacks or unarmed strikes the initiator possesses. Each of these attacks inflicts an additional 2d6 points of damage due to the sheer ferocity of the attack. The price for this ferocity is that the initiator must leave himself open to some attack; until his next turn the initiator suffers a -4 penalty to his AC.|PRERULE:1,DisplayFullSpell
1070Thrashing Dragon Frenzy.MOD				DESC:By focusing on the principles of both speed and power, the Thrashing Dragon disciple explodes into motion, making a vicious flurry of strikes against all nearby attackers in a deadly dance of death. Make two attacks with two-wielded weapons (making two attack rolls with both weapons, effectively making two attacks on each target with both weapons) against each adjacent enemy that surround the initiator. If the initiator is capable of making an unarmed strike or natural attack (through Improved Unarmed Strike feat or natural weapons) then the initiator may add in an additional two attacks per target for use of this unarmed or natural attack.|PRERULE:1,DisplayFullSpell
1071Thrashing Dragon Twist.MOD				DESC:Like a coiled spring, the disciple of the Thrashing Dragon twists his body and with powerful recoil, he spins to swipe at all of his available targets. The initiator attacks surrounding foes while fighting with two weapons, making an attack roll with both wielded weapons against each target at full base attack bonus (effectively making two attacks on each target, one with each weapon) against each adjacent enemy that surrounds the initiator. If the initiator is capable of making an unarmed strike or natural attack (through Improved Unarmed Strike feat or natural weapons) then the initiator may add in an additional attack per target for use of this unarmed or natural attack, also at full base attack bonus.|PRERULE:1,DisplayFullSpell
1072Throwing Shell Cyclone.MOD				DESC:The disciple of the Iron Tortoise levels his shield out and spins, releasing it to strike out as his foes in a flurry of clanging steel as it ricochets mercilessly against all within his range and land firmly back in his waiting hand. The initiator throws his shield and it ricochets between all enemy targets within a 20 ft. burst of his position as a full round action before returning to his hand. This attack inflicts 10d6 points of damage to all targets who fail to make a Reflex save (DC 16 + initiation modifier) for half damage.|PRERULE:1,DisplayFullSpell
1073Throwing Shell.MOD					DESC:A special technique developed for surprisingly effective ranged attacks, the disciple of the Iron Tortoise knows how to deliver his shield in a powerful throw in a manner similar to a champion discus thrower. The initiator throws his shield (light or heavy shields; this does not work with bucklers or tower shields) with a range increment of 20 ft. as a ranged attack, inflicting damage as if the character had just shield bashed his opponent and inflicting an additional 1d6 points of damage and the shield falls to a space adjacent of his target (the player may choose which space it lands in). If the attack originates within the first two range increments, then the initiator may catch the shield as a free action and regain use of his shield on his turn.|PRERULE:1,DisplayFullSpell
1074Throw the Blade Down.MOD				DESC:With a nimble sidestep and sweeping kick, the disciple of the Broken Blade both avoids an attack and uses his attack's momentum to hurl him at the ground to land prone at his feet and at his fading mercy. The initiator makes an opposed Acrobatics check against the target's attack roll, if successful then the initiator makes an immediate 5ft step to an adjacent square and the attacker moves 5ft to occupy his former square and the attacker must make a Reflex save (DC 15 + primary initiator attribute modifier) to resist falling prone. The initiator may not use this counter on targets that are more than one size category larger than he is.|PRERULE:1,DisplayFullSpell
1075Tortoise Defense.MOD					DESC:By focusing on defense, the disciple sacrifices his movement speed for greater protection. The initiator may voluntarily reduce his movement speed by 5 ft.increments to increase his shield bonus to AC by +2 per 5 ft.reduced. He may reduce his movement speed by no more than half.|PRERULE:1,DisplayFullSpell
1076Triple Solar Reflection.MOD				DESC:The Solar Wind disciple has mastered the art of the ricochet shot and may target up to four attackers. The initiator makes a single ranged attack roll and if this roll is successful, he may apply this same attack roll against another opponent within 20 ft. of the first, and if this is also successful, he may use the same attack roll to strike a third target no farther than 20 ft. away (but not the original target), and again on a fourth target no farther than 20 ft. from the last. This strike inflicts an additional +6d6 points to the first target, +4d6 points of damage to the second, +2d6 on the third, and normal damage to the fourth, and final, target. Each reflection attack is considered a separate attack for the purposes of determining the effectiveness of single attack boosting abilities, such as boosts that affect one attack or spells like true strike.|PRERULE:1,DisplayFullSpell
1077Triumphant Lion's Leadership.MOD			DESC:A beacon of victory upon the field of combat, the disciple personifies glory in combat and those in his presence may share in his prowess. The initiator and any allies within 10 ft. of the disciple gains an additional +1d6 points of damage per attack per foe that the initiator has slain (maximum of five slain foes for +5d6 bonus damage) while this stance is in effect.|PRERULE:1,DisplayFullSpell
1078True Shot Stance.MOD					DESC:The Solar Wind disciple has honed his incredible senses and while in this stance uses his inner vision to strike his foes with his most deadly attacks. While in this stance, the initiator ignores a foe's partial concealment or any cover and he doubles the critical threat range on any ranged weapon he uses.|PRERULE:1,DisplayFullSpell
1079Turtle General's Stance.MOD				DESC:This stance represents the Iron Tortoise warrior's ability for self sacrifice for the defense of others. While in this stance, the initiator may set his shield against incoming cone and line effects, making an attack roll with his shield against the attack roll or caster level (whichever applies, attack roll for breath weapons for example, or caster level for lightning bolt for another example), if successful, line attacks immediate end upon the initiator's shield. Cone effects are negated in a line behind the disciple from the direction of the attack. Additionally, while in this stance the initiator gains a +2 bonus to his shield armor class bonus.|PRERULE:1,DisplayFullSpell
1080Turtle Knight's Stance.MOD				DESC:By planting his feet, staying low to the ground with his shield at the ready, the martial disciple roots himself firmly in place, immoveable. While in this stance, the initiator may not move from his spot, but gains several benefits for doing so. He gains a a circumstance bonus equal to his initiator level to CMD, he gains the improved uncanny dodge special ability (with a rogue level equal to his initiator level), and his shield bonus to AC improves by +4. Voluntarily moving ends this stance automatically, but should he be moved not of his own violation, he retains the stance.|PRERULE:1,DisplayFullSpell
1081Twisting Ether.MOD					DESC:With a nod to his ally, the Veiled Moon adapt may sink through the world with his ally and switch places with him for better effect in combat. As a swift action, the initiator may designate a willing ally within 30 ft. and swap places with him via teleportation.|PRERULE:1,DisplayFullSpell
1082Twisting Wind Shot.MOD					DESC:The keen vision of the Solar Wind disciple allows him to pick out the vulnerable spots on a foe's form and plant a missile directly into them. Make an attack roll against a foe, if the attack is successful this attack inflicts damage as if the weapon had scored a critical hit, multiplying damage accordingly. This strike does not count as a critical hit for the purposes of applying bonuses that activate with a successful critical hit, such as with critical feats. If the initiator scores a successful critical hit when initiating this strike, the damage multiplier on the weapon increases by 1 and all normal critical riding abilities and bonuses apply as normal.|PRERULE:1,DisplayFullSpell
1083Unbreakable Panthera Guard.MOD			DESC:In the flow of battle, a master of the Primal Fury discipline finds nothing more invigorating than a near miss that was avoided through sheer instinct. The initiator makes an opposed Survival check against an opponent's melee attack roll, if successful the initiator negates the attack and gains a number of temporary hit points equal to twice the disciple's initiator level for one minute.|PRERULE:1,DisplayFullSpell
1084Unbreakable Stride Stance.MOD				DESC:The master of the Broken Blade moves across the theater of war as a leaf on the wind, dodging easily out of the way of obstacles as if they weren't even there. While in this stance, the initiator takes no penalties moving through threatened areas and does not provoke attacks of opportunity when moving and acts as if under the freedom of movement spell.|PRERULE:1,DisplayFullSpell
1085Unbreakable Talons.MOD					DESC:Using his superior skill and speed, the disciple knows where and how to strike for maximum effectiveness. By striking at the right angle, the disciple's blades set off discordant harmonies within the target for increased destructive potential. When two-weapon fighting with bladed weapons or with natural attacks that inflict slashing damage, the disciple's attacks with those weapons inflict an additional 4d6 points of damage for the round and strike as if they were adamantine weapons for the purposes of overcoming damage reduction or sundering items.|PRERULE:1,DisplayFullSpell
1086Unfettered Movement.MOD					DESC:The Scarlet Throne disciple is swift in battle and in his ability to go from one skirmish to the next to choose his next foe. By assuming this stance, the disciple gains a +10 ft. bonus to his base speed and gains a +4 dodge bonus to his armor class against attacks of opportunity.|PRERULE:1,DisplayFullSpell
1087Unlimited Aggression.MOD				DESC:By assuming an aggressive posture and taunting his foes, the Iron Tortoise challenges all foes to face him if they dare. All enemies within 60 ft. must make a Will save (DC 17 + initiation modifier) to resist attacking the Iron Tortoise master on their next available action. Victims who fail this saving throw are free to choose how they will attack the Iron Tortoise disciple, but they must attack him.|PRERULE:1,DisplayFullSpell
1088Vaporform Crash.MOD					DESC:The Veiled Moon teaches that its disciples must know how to balance the scales between both worlds, so to make a foe real in the Material world, than the disciple must briefly sojourn to the other side. The disciple makes a melee attack against an incorporeal target, and if successful the target loses their incorporeal subtype for 1d4 rounds and takes 12d6 points of force damage (incorporeal foes lose their Charisma bonus to AC and have a Strength score equal to their Charisma score -4; all incorporeal equipment temporarily becomes corporeal with the target). The disciple gains the incorporeal subtype for a like number of rounds (losing his Strength score and gaining a +4 bonus to Charisma and he may apply his Charisma bonus to his AC as a deflection bonus; all of his equipment becomes temporarily incorporeal with him as well). This is an Ethereal plane using maneuver.|PRERULE:1,DisplayFullSpell
1089Vicious Snapping Strike.MOD				DESC:A skilled disciple of the Iron Tortoise knows the secrets to slowing his opponents down to match his heavily armored speed. By landing a powerful, mobility reducing blow, the martial disciple keeps his enemy close. Make a melee attack, and if successful, the strike inflicts an additional 5d6 points of damage and halves the opponent's movement speed for their turn.|PRERULE:1,DisplayFullSpell
1090Vicious Swipe.MOD						DESC:The disciple's combat style allows him to get in close to a target and strike beneath their guard, dealing a powerful blow and potentially knocking them senseless for a few moments. The initiator makes a melee attack, and if successful the attack inflicts an additional 3d6 points of damage and potentially dazes the opponent for 1d4 rounds (Fortitude save DC 13 + initiator modifier negates the dazed condition).|PRERULE:1,DisplayFullSpell
1091Virulence.MOD						DESC:Through intense focus, the disciple is capable of increasing the potency of venoms and poisons he uses by channeling his ki into it and twisting that energy. Use of this boost empowers one single mundane poison, sting, or prana with a +5 boost to the save DC of effect. This lasts until used, and the maneuver may not be recovered until it is expended. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1092War Lion's Charge.MOD					DESC:With the ferocity of an angered lion, the Golden Lion disciple races across the battlefield ignoring secondary targets to bear down on a single enemy and reduce him to dust. The initiator makes a charge attack against a foe (which does not provoke attacks of opportunity) and this attack inflicts an additional 14d6 points of damage. The foe must also make a Fortitude save (DC 17 + initiator modifier) or be stunned for one round.|PRERULE:1,DisplayFullSpell
1093Warning Roar.MOD						DESC:Witnessing a clear and present danger to an ally, the disciple shouts out a well-timed warning and aids his ally in defending against an attack. The initiator makes a Diplomacy check opposing an opponent's attack roll made on an ally, if successful then the attack is negated.|PRERULE:1,DisplayFullSpell
1094Warp Worm.MOD						DESC:By creating temporary breaches between the worlds of the Material and the Astral, the disciple may teleport through a few enemies and emerge from the space between worlds having done his foes great internal harm. The initiator makes a melee touch attack against a target, and may teleport to another target no more than 20 ft. from the first (and do the same for a third target) making another melee touch attack on each subsequent target and inflicting 10d6 points of force damage to all effected. On a failed attack or after the final target, the disciple appears up to 15ft from the final target to finish his turn. The touch attacks themselves cannot be unarmed strikes or weapon strikes that inflict damage normally; the disciple must lay their hand against the target in a non- damaging way to initiate this maneuver (even if wielding a weapon in that hand, this can be used by simply touching the target with a fist or back of the hand).|PRERULE:1,DisplayFullSpell
1095Weakening Venom Prana.MOD				DESC:By forming a deadly weakening sheen of ki poison along his weapon, the disciple strikes at his foe's physical might. The next attack that the disciple makes inflicts 2 points of Strength damage to his opponent unless the foe succeeds on a Fortitude save (DC 12 + primary initiator attribute modifier). This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1096Weeping Scarlet Razor.MOD				DESC:Even the basest common soldier knows that there are places on a man's body where if he were to be stabbed, then he would bleed out in minutes. The Scarlet Throne disciple takes this knowledge and arms himself with his superior skill to utilize this arterial strike against his foes. The initiator makes a melee attack against a target creature, and if successful, this attack inflicts an additional 4d6 points of damage and the target begins to bleed profusely, inflicting 4 points of bleed damage per round until a successful Heal check (DC 20) or a spell or effect that cures hit point damage has been administered to the target.|PRERULE:1,DisplayFullSpell
1097Wrath of the Primal Hunter.MOD			DESC:The true mastery of Primal Fury art is the disciple who brings the full ferocity of this discipline against a foe with a titanic charge that ends with ringing iron and spraying blood as his weapons do their deadly work. The initiator gains a +1 attack bonus to his charge attempt per 5ft he moves to complete his charge (replacing the normal +2 bonus gained on a charge, maximum of +10 to hit) and making a full attack at the end of this charge attempt. Each successful attack ignores damage reduction and the initiator may add an additional 10d6 points of damage to each attack's damage roll.|PRERULE:1,DisplayFullSpell
1098Wyrmling's Fang.MOD					DESC:With a quick flick of his wrist, the disciple hurls a blade deeply into his foe with blinding speed. The initiator must make a ranged attack against a target by throwing a light weapon with a range increment (such as a dagger) or a weapon from an associated Thrashing Dragon weapon group (improvised weapon penalties apply if applicable). If this attack is successful, the attack inflicts an additional 1d6 points of damage.|PRERULE:1,DisplayFullSpell
1099
1100#Block: Black Seraph
1101Black Seraph's Glare.MOD				DESC:Disciples of the Black Seraph know that half the battle is won through the mind, and by attacking his opponent's mind with fear, he can goad him to make mistakes and shatter his resolve and confidence. While in this stance, the disciple may make Intimidate checks to demoralize foes as a free action, but only against those that he has damaged that turn. He gains a +4 profane bonus (see Intimidate skill description for details) to these Intimidate checks.|PRERULE:1,DisplayFullSpell
1102Gutstrike.MOD						DESC:With a ruthless attack or a powerful kick, the disciple strikes a foe in a way that causes him to become sickened with pain. The discipline makes a melee attack against a foe, adding his initiation modifier to the damage of the attack and the target must make a Fortitude save (DC 11 + primary initiating attribute modifier) or be sickened for one round.|PRERULE:1,DisplayFullSpell
1103Ravaging Blow.MOD						DESC:Fear is one of the main weapons in the arsenal of a Black Seraph disciple, and by using it he may shake his opponent to their core. The disciple makes a melee attack that inflicts an additional 1d6 points of profane damage and may cause the victim to be shaken for one round due to his fearful countenance and martial prowess. A successful Will save (DC 11 + initiation modifier) negates the shaken effect.|PRERULE:1,DisplayFullSpell
1104Savage Stance.MOD						DESC:The blood is the life and the disciple of the Black Seraph knows that by spilling it in great amounts, he does glory to the lower planes. While in this stance and wielding a melee weapon in two hands, the disciple adds an additional 1d8 points of damage to his attacks but suffers a -2 to attack rolls from the focus on increased damage. Upon reaching initiator level 9, this bonus increases to 2d8 points of damage, and increases to 3d8 upon reaching initiator level 17.|PRERULE:1,DisplayFullSpell
1105Strength of Hell.MOD					DESC:By utilizing his bond to the lower planes from his training, the darkness he welcomed as his own, the martial disciple is capable of increasing his power at the cost of defense by bringing forth a momentary burst of hysterical fiendish strength. Until next turn, the disciple gains a +2 profane bonus to attack and add an additional 1d6 points of damage to the attack.|PRERULE:1,DisplayFullSpell
1106Voracious Drive.MOD					DESC:The relentless nature of the Black Seraph discipline's philosophy deems that progression must be made with each swing, lest the battle turn against the disciple. With this philosophy in mind, the disciple moves forward and strikes viciously. The disciple makes a charge attack which does not provoke attacks of opportunity, and this inflicts an additional 1d6 points of damage. When making a charge attack with this strike, he does not suffer the standard -2 Armor Class penalty.|PRERULE:1,DisplayFullSpell
1107Fear Eating Technique.MOD				DESC:The disciple's soul hungers for the fear it inspires on the battlefield, and rewards can be gained by inspiring it with greater vigor. Upon successful demoralization of an enemy, initiating this boost restores 2d6 hit points to the disciple, plus an additional +1 hit point per initiator level. This is a supernatural maneuver.|PRERULE:1,DisplayFullSpell
1108Inner Demon Strike.MOD					DESC:By using the black energies within him as a weapon, the disciple may channel it through his mortal form to do devastating damage to his foes, all the while heedless of the damage inflicted upon his body. This black energy inflicts an additional 4d6 points of profane damage, which also deals 1d6 points of damage to the initiator.|PRERULE:1,DisplayFullSpell
1109Intimidating Force.MOD					DESC:'A foe who fears you more than his commander is one who cannot harm you', an old Black Seraph master once said. By using this technique, the disciple's fear-inspiring countenance alone may turn aside attacks before they occur. The disciple makes an Intimidate check against the attacker's attack roll; if the Intimidate check exceeds the attack roll then the attack is negated.|PRERULE:1,DisplayFullSpell
1110Seraph's Wrath.MOD					DESC:The Black Seraph disciple uses the principles of overwhelming force to drive his opponent back so that he may continue to wade forward towards conquest. The disciple makes a melee attack against a target creature that inflicts an additional 2d6 points of damage and causes the target to make a Reflex save (DC 12 + initiation modifier) or be knocked prone.|PRERULE:1,DisplayFullSpell
1111Shadow Feather Strike.MOD				DESC:By concentrating dark, spiritual energy within his hand and shaping it into a rough feather-like shape, the disciple may hurl his wrath at a target with a blade of a cutting hate. When initiating this strike, the disciple makes a ranged touch attack against a target that inflicts 4d6 + initiation modifier in profane damage.|PRERULE:1,DisplayFullSpell
1112Black Seraph Battle Stance.MOD			DESC:The Black Seraph discipline teaches its disciples that relentless aggression is what wins battles, and by channeling the very might of the lower planes themselves through his form, does he gain the advantage he yearns for. Some who have witnessed a disciple of Black Seraph using this stance have seen plants wither and turn to ash around them and hazy, smoky wings appear around the disciple. Others have seen hellfire licking over their bodies. Regardless, while in this stance, any weapon that the martial disciple wields is treated as if it had the unholy special weapon property. Additionally, he is considered under the influence of a protection from good spell with a caster level equal to his initiator level.|PRERULE:1,DisplayFullSpell
1113Savage Drive.MOD						DESC:Ever hungry for carnage, the demonic disciple demands action and satisfaction through battle. Pressing forward with ruthless efficiency, the disciple inflicts more damage than his foes, thus outlasting them. The disciple makes a charge attack which does not provoke attacks of opportunity, and this inflicts an additional 4d6 points of damage. When making a charge attack with this strike, he does not suffer the standard -2 Armor Class penalty.|PRERULE:1,DisplayFullSpell
1114Taunting Laugh.MOD					DESC:With an intimidating growl and mighty laugh at his pitiful opponents, the Black Seraph disciple causes his foe's resolve to weaken and his anger to stoke, allowing him to make the tragic mistake of giving the disciple the upper hand. As a swift action, the disciple makes a demoralization attempt against a foe, and if successful, in addition to demoralizing the foe, the target is struck flat-footed until the end of the disciple's next turn.|PRERULE:1,DisplayFullSpell
1115Tendon Rip.MOD						DESC:By striking at the legs of the opponent, the disciple removes the mobility of a foe, so the foe cannot hamper his progression to victory. The initiator makes an attack on the target creature, and if successful, the attack inflicts an additional 2d6 points of damage and halves the opponent's move speed for initiation modifier in rounds.|PRERULE:1,DisplayFullSpell
1116Unfettered Progression.MOD				DESC:By unceasing movement in combat, the Black Seraph disciple moves into a more beneficial position to deliver a deadly blow. After attacking, he may make a free 10-ft movement without provoking attacks of opportunity and the next attack he makes inflicts an additional 2d6 points of damage that ignores damage reduction.|PRERULE:1,DisplayFullSpell
1117Bilious Strike.MOD					DESC:With a powerful strike to the abdomen, the Black Seraph disciple fills his opponent with destructive unholy power. The disciple's aim is to rupture organs within to kill his subject painfully. The initiator must make a melee attack against a target creature, and if successful the attack inflicts an additional 6d6 points of profane damage and nauseates the target for the disciple's initiation modifier in rounds. The target may make a Fortitude save (DC 14 + initiation modifier) to reduce the nauseated condition to one round.|PRERULE:1,DisplayFullSpell
1118Circle of Razor Feathers.MOD				DESC:When surrounded, a disciple of the Black Seraph may lay low many foes by the force of his hellish wrath. By crying out in horrible rage and raising his weapon straight up to the sky, the disciple's foes are showered with dozens of needles of dark energy which inflict 8d6 points of profane damage. The pain-filled nature of this attack has the potential to sicken targets with wracking agonies for the character's initiation modifier in rounds. This maneuver allows a Reflex saving throw (DC 14 + initiation modifier) for half damage and to reduce the sickened condition's duration to one round.|PRERULE:1,DisplayFullSpell
1119Vengeful Riposte.MOD					DESC:Disciples of the Black Seraph have trained themselves to look for openings while enemies attack, then respond with agonizing retorts, as vengeance is a creed the Black Seraph embraces. The disciple makes an attack at his full base attack bonus against his attacker which if successful sends a cascade of pain through the target and inflicts the staggered condition for one round.|PRERULE:1,DisplayFullSpell
1120Walk in the Dark.MOD					DESC:Using the principles of shadow and temporarily merging with the dark, the Black Seraph disciple becomes engulfed in smothering darkness and fear. While in this stance, the initiator is surrounded by a 20-ft. radius aura of darkness (this functions identically to the darkness spell while the character is in this stance). The initiator gains darkvision of 60 ft. while in this stance. Additionally, as a move action, the disciple may focus this smothering darkness to target an individual within it to frighten them for their initiation modifier in rounds (Will save DC 14 + initiation modifier reduces this to being shaken for one round).|PRERULE:1,DisplayFullSpell
1121Abyssal Lance.MOD						DESC:Those who have become masters of the Black Seraph discipline have learned that by focusing the rage within themselves, they may use it as a weapon of pure destruction at the cost of their self. These disciples know that so long as their foe is destroyed, pain is inconsequential. By summoning forth this rage and channeling it through their form, they may will a lance of venomous rage and pain into existence and fling at their enemy. This is a ranged touch attack which deals 8d6 points of profane damage and stuns a foe for one round with wracking pain (Fortitude save DC 15 + initiation modifier negates the stunned condition).|PRERULE:1,DisplayFullSpell
1122Sensory Rip.MOD						DESC:With a high swing towards the face of his opponent, the Black Seraph disciple attempts to shatter the confidence and appearance of his enemy and remove from them the ability to see in the cruelest fashion with painful, scarring wounds. The initiator makes a melee attack against his foe, and if successful, this strike inflicts an additional 1d4 points of Charisma damage and potentially blinds the target creature on a failed Reflex saving throw (DC 15 + initiation modifier negates blindness).|PRERULE:1,DisplayFullSpell
1123Sharing the Dark Soul.MOD				DESC:By channeling their own internal despair and anguish, the disciple shares this inner pain with his enemies. A burst of crackling energy accompanies the strike as the inner fiend reaches out and touches the mind of its victim. The initiator makes an attack which deals an additional 8d6 points of profane damage, and the foe is dazed with pain for one round on a failed Fortitude save (DC 15 + initiation modifier negates dazed condition).|PRERULE:1,DisplayFullSpell
1124Soul Consumption.MOD					DESC:The fiendish energy channeled by the disciple hungers for the souls of fallen foes and it rewards the disciple with its unquenchable thirst. When the initiator reduces a foe (minimum 1⁄2 HD) to 0 hit points or less, he may use this boost to draw the remaining life force of the foe into his own form to restore health to his body. Use of this maneuver restores 3d8 + initiator level hit points to the initiator.|PRERULE:1,DisplayFullSpell
1125Abyssal Drive.MOD						DESC:The path of the conqueror demands satisfaction, and the disciple of the Black Seraph learns perfection in conquest by the ever progressing tide of battle. Pressing forward with infernally enhanced power, the disciple moves to devastate his next foe with the rage within his soul. The disciple makes a charge attack which does not provoke attacks of opportunity, and this inflicts an additional 8d6 points of damage and leaves his foe sickened for 1d4 rounds. If the victim successfully makes a Fortitude save (DC 16 + initiation modifier), he negates the sickened condition. When making a charge attack with this strike, he does not suffer the standard -2 Armor Class penalty.|PRERULE:1,DisplayFullSpell
1126Black Seraph's Wrath.MOD				DESC:The disciple of the Black Seraph's anger and wrath are his strongest weapons, and in concentrating this hatred into his attacks, he may cause a horrible black power to invade the wounds of his foes to cause even more injury. The initiator makes an Intimidate check and the result of this check is added to his damage roll as profane damage on his next successful attack.|PRERULE:1,DisplayFullSpell
1127Razor Wings of the Black Seraph.MOD			DESC:The graceful hunting techniques of fallen angels lend their strength to the hellish Black Seraph disciple by his adoption of this stance. He becomes preternaturally graceful and deadly, his dark soul assisting his movements in combat by forming an ethereal image of a hellish angelic form and wings of shadow. While in this stance, the character gains a fly speed equal to his movement speed (average maneuverability), a +2 profane bonus to AC, and he gains the use of the Whirlwind Attack feat (he does not need to meet the prerequisites for use of this feat).|PRERULE:1,DisplayFullSpell
1128Shadow Raptor Swarm.MOD					DESC:The power of a Black Seraph disciple's hatred is made manifest by summoning a swarming mass of beating wings with razor tipped wings made of shadow that he directs at his foes in a cone of terror and rage. The initiator extends his hand or weapon and from this point a 30-ft cone of shadowy birds rip and rend at the disciple's foes and inflict 12d6 points of profane damage; a successful Reflex save (DC 16 + initiation modifier) halves this damage. All targets within this maneuver's effects are shaken for the disciple's initiation modifier in rounds.|PRERULE:1,DisplayFullSpell
1129Armageddon Lance.MOD					DESC:One the supreme arts of the Black Seraph discipline allows the disciple to call upon the fell and eternal wrath of his dark agreement with the lower planes and use it as a devastating lance of destructive unholy terror. This is a ranged touch attack which deals 14d6 points of profane damage, but the cost of creating this powerful attack requires sacrifice by the host, resulting in the initiator suffering 2d6 points of damage. Foes struck by this potent attack must make a Will save (DC 17 + initiation modifier) or be panicked for one round.|PRERULE:1,DisplayFullSpell
1130Charge of the Ravager.MOD				DESC:The path to victory is not a curved line, it is a straight, bloody line. The Black Seraph teaches its disciples this and urges them to greater glory and carnage on the field of battle. The disciple makes a charge attack against an opponent to start this maneuver and he may make a full attack upon the target of this charge. This charge does not provoke attacks of opportunity. The disciple may also make one attack at his highest attack bonus against any opponent along his charge path, and all successful attacks inflict an additional 2d6 points of damage. He may only make one attack per target when he initiates this maneuver.|PRERULE:1,DisplayFullSpell
1131Consumption Strike.MOD					DESC:By channeling dark energies from the lower planes, the disciple of the Black Seraph may utilize this vampiric power through his attack, restoring health and strength to him at the cost of his foe's vitality. This strike deals an additional 10d6 points of profane damage, and the disciple gains a number of temporary hit points equal to the damage dealt by this strike. These hit points persist for up to one minute or until they are lost.|PRERULE:1,DisplayFullSpell
1132Devastating Riposte.MOD					DESC:The battle-hardened nature of the disciple of the Black Seraph can be shown in their ability to take a hit and give it back to their attacker three-fold. The disciple makes an Intimidate check against the attacker's attack roll, if successful then the disciple may make an attack at his full base attack bonus against the attacker that inflicts an additional 8d6 points of damage.|PRERULE:1,DisplayFullSpell
1133Apocalyptic Strike.MOD					DESC:This master level technique of the Black Seraph discipline allows its disciples to bring forth the true power of destruction from the darkness within. By letting out a cry of rage and driving his weapon into the ground at his feet, he lets forth a burst of destructive energy to all surrounding him, friend or foe. This destructive wrath inflicts 16d6 points of profane damage to all targets within a 40-ft radius burst, centered on the initiator. The power of this blast is such that it may daze all affected creatures for one round with unholy agony that were not quick enough to avoid the worst of the assault. Those caught within the blast of dark energy may attempt a Reflex save (DC 18 + initiation modifier) for half damage and to negate the dazed condition.|PRERULE:1,DisplayFullSpell
1134Soul Crusher.MOD						DESC:With a mighty swing or the barest tap, the rage and hatred within the Black Seraph infects his foe and destroys his resolve and very will to live. The initiator makes a melee attack against a target creature, and if successful the attack inflicts an additional 3d4 points of Charisma damage as the essence of the target's self is devoured by the disciple's hatred for his existence.|PRERULE:1,DisplayFullSpell
1135Vampiric Aura.MOD						DESC:By opening one's self to the eternal hunger of the darkness that resides with the disciple, he may use himself as a filter for the life energies that feed this dark urge. At the end of the disciple's turn, he inflicts 2d6 points of profane damage on all living creatures within his 20-ft aura, gaining a like amount of temporary hit points. These temporary hit points persist until the end of the encounter, the initiator leaves this stance, or until they are lost. If an initiator already has a pool of temporary hit points from this stance, when it subsequently grants him new temporary hit points he either replaces his current pool with the new number or retains his current pool, whichever is greater. The initiator may exclude a number of allies from this damage equal to initiation modifier.|PRERULE:1,DisplayFullSpell
1136Void Seraph Strike.MOD					DESC:The Black Seraph disciple's power and mastery is nearly complete, and with this maneuver he may dismiss his hatred and set it upon a foe to devour the fool who would stand before him. The initiator must make a ranged touch attack against a target creature, and if successful the target is ripped and slashed by the claws and wings of shadowy birds of venomous hate, taking 6d6 points of profane damage per round for 1d4 rounds. While being devoured by these shadowy birds, the target suffers a 50%% miss chance on any attacks he makes due to his senses being obscured by the flapping wings and horrible pain he is enduring.|PRERULE:1,DisplayFullSpell
1137Black Seraph Onslaught.MOD				DESC:A true master of the Black Seraph fears no foe, and suffers none to stand before him. Heedless of personal danger to himself, the disciple brings his enemies to their knees with a relentless flurry of strikes. As part of this maneuver, the initiator takes a full attack action and may make an additional attack as part of this action at his highest attack bonus. The initiator suffers a -2 penalty to AC due to his focus on offense while using this maneuver. This focus on offense adds an extra 4d6 points of profane damage per successful attack. The sheer force of these blows nauseates his target with pain as well, for one round per successful attack. Foes killed by use of this maneuver are mutilated so badly that attempts to use a raise dead spell to restore their lives fail automatically; a more powerful restorative magic (such as true resurrection) is required.|PRERULE:1,DisplayFullSpell
1138
1139#Block: Silver Crane
1140Crane Step.MOD						DESC:The grace of the Silver Crane blesses the initiator with the ability to step through battle unhindered and unharmed. The initiator makes a free 5-ft step, even if he has already made one.|PRERULE:1,DisplayFullSpell
1141Enduring Crane Strike.MOD				DESC:Making his soul a wellspring of holy power, the disciple strikes out at a foe to unleashed his holy power to restore health to himself or an ally. The initiator makes an attack against a target creature, inflicting damage as normal, and the strike restores 1d6 hit points plus his initiation modifier to the initiator or to an ally within 30-ft.|PRERULE:1,DisplayFullSpell
1142Eyes of the Crane.MOD					DESC:Using the perception of the disciple's heavenly training to assist him, the Silver Crane practitioner may see many things which would remain hidden from the eyes of the impure. While in this stance, the initiator rolls twice on Perception checks or when attempting to pierce concealment, using the higher of the two rolls. Additionally, he may use detect evil as a spell-like ability at will with a caster level equal to his initiator level.|PRERULE:1,DisplayFullSpell
1143Flashing Wings.MOD					DESC:The flashing wings of the Silver Crane daze the foes of the martial disciple, burning their eyes with the light of Heaven. Make a melee attack and if successful, this attack inflicts an additional 1d4 points of damage and the target is dazzled for one round.|PRERULE:1,DisplayFullSpell
1144Silver Crane Waltz.MOD					DESC:The divine vantage point of the celestial realms infuses the mind of the disciple, granting him momentary flickers of foresight. A faint, ghostly image of wings is visible around the disciple but vanishes when he is looked upon directly. The initiator gains a +4 insight bonus to initiative checks if he is in this stance before combat begins, and a +2 insight bonus to Reflex saves and to AC. These bonuses increase by an additional +1 every eight levels after 1st level.|PRERULE:1,DisplayFullSpell
1145Silver Strike.MOD						DESC:Using the insight of the Heavens, the martial disciple learns to read the tangles of fate to direct their efforts in battle. The initiator makes two attack rolls and uses the better of the two rolls to determine result of the attack.|PRERULE:1,DisplayFullSpell
1146Blazing Crane's Wing.MOD				DESC:By filling the Silver Crane disciple's weapon with the strength of his celestial patrons, the warrior funnels their righteous wrath against those that are abominations in the eyes of all that is good. The initiator's attacks until his next turn inflict an additional 2d6 points of damage against undead or evil outsiders.|PRERULE:1,DisplayFullSpell
1147Blessed Pinions.MOD					DESC:The pinion feathers of the Silver Crane's wings gain an ethereal glimmer as if they were blessed steel. Heavenly agents guide their disciple's attack so it may strike true as if it were blessed, even allowing it to strike the unseen. Make an attack against a foe that inflicts an additional 2d6 points of sacred damage and the attack is considered good aligned for the purposes of overcoming damage reduction. The disciple may also choose to strike incorporeal foes with this strike as if they were made manifest, including fiends who currently possess a creature. To strike a possessing fiend, the body they inhabit must be also struck, but all damage from the attack is inflicted upon the possessing fiend without harming the host.|PRERULE:1,DisplayFullSpell
1148Defensive Step.MOD					DESC:Inspired by the awareness of the celestial realm, the discipline trusts in his heavenly sense of the battle around him to see where the next attack is coming and move away from danger. He makes a Perception check opposing the opponent's attack roll; if successful, the initiator may make a free 5-ft step in order to evade the attack. If he is unable to move to an adjacent square, he may not use this counter.|PRERULE:1,DisplayFullSpell
1149Emerald Displacement Strike.MOD			DESC:Sight is imperative in arts of the hunting bird, and a warrior learns that this holds true for his enemy. An enemy that cannot see is an enemy who can be defeated with greater ease. Make an attack and the target must make a Fortitude save (DC 12 + initiation modifier) or suffer a -4 penalty to Perception checks and a 20%% miss chance on all attack rolls for the character's initiation modifier in rounds (minimum of one round).|PRERULE:1,DisplayFullSpell
1150Exorcism Strike.MOD					DESC:The foes of the celestial realms tremble in fear at the wrath of the Heavens themselves, and a disciple of the Silver Crane wields that righteous anger in battle. This strike inflicts an additional 6d6 points of sacred damage to the foe if it is an undead creature or an outsider with the Evil subtype, with a chance to daze the target for 1 round if it fails a Fortitude save (DC 13 + initiation modifier). Success negates the daze effect. If the target is a possessing entity within a host creature, the damage inflicted from this strike is solely inflicted upon the possessor, not the host. If the target is neither undead nor an evil outsider, this attack inflicts an additional 2d6 points of damage, and does not daze the target.|PRERULE:1,DisplayFullSpell
1151Silver Crane's Blessing.MOD				DESC:By invoking the powers of his celestial patrons upon successfully smiting an enemy of the heavens, the holy power of the Silver Crane disciple's patron flows through him to restore the health of the vessel or the ally of the vessel. Upon a successful attack, the character may initiate this boost to heal himself or an ally within 30-ft of 2d6 points of damage plus his initiation modifier.|PRERULE:1,DisplayFullSpell
1152Silver Knight's Blade.MOD				DESC:Those graced with the blessings of the Silver Crane are both terrors to their foes and heroes to their fellows. This strike inflicts an additional 4d6 points of sacred damage and heals a like amount of damage to either the initiator or to a single ally within 30-ft of the martial disciple.|PRERULE:1,DisplayFullSpell
1153Stance of the Silver Crane.MOD			DESC:The martial disciple with knowledge of this stance learns to channel the potency of their celestial patrons to combat evil with great efficiency. In the midst of battle ghostly images of wings or blazing wrathful haloes can often be seen near Silver Crane disciples. While in this stance, any weapon that the martial disciple wields is treated as if it had the holy special weapon property. Additionally, the character is considered under the influence of a protection from evil spell with a caster level equal to his initiator level.|PRERULE:1,DisplayFullSpell
1154Sacred Pinions.MOD					DESC:The martial disciple enhances his melee strikes with the blessed wings of the Silver Crane, infusing them with celestial might to strike beyond flesh and bite spirit. Make an attack against a foe that inflicts an additional 5d6 points of damage. The initiator may also choose to strike incorporeal foes with this strike as if they were made manifest, including fiends who currently possess a creature. To strike a possessing fiend, the body they inhabit must be also struck, but all damage goes to the possessing fiend without harming the host.|PRERULE:1,DisplayFullSpell
1155Sapphire Displacement Strike.MOD			DESC:The agents of the celestial realms guide your blade and hinder the senses of your foes. Make a successful attack and the target must make a Fortitude save (DC 14 + initiation modifier) or fail on all Perception checks and suffers a 50%% miss chance on attack rolls for the disciple's initiation modifier in rounds (minimum of one round).|PRERULE:1,DisplayFullSpell
1156Silver Crane's Leap.MOD					DESC:The flow of battle runs sharply through the Silver Crane disciple's mind, allowing him to see where his opponents will move before he makes his own. By watching these flows, he may step before their movements, allowing him greater mobility without a cost to defense. The disciple may make a free movement up to his normal movement speed without provoking attacks of opportunity.|PRERULE:1,DisplayFullSpell
1157Silver Crane Resurgence.MOD				DESC:By invoking the power of his celestial patron, the Silver Crane disciple may overcome the fell powers and curses of his enemies and return to full fighting ability. As an immediate action, the initiator may grant himself or an ally within 30-ft of his position the ability to re-roll a failed saving throw with a +4 sacred bonus.|PRERULE:1,DisplayFullSpell
1158Argent Knight's Banner.MOD				DESC:Infusing his arms and weapon with the glory of the Silver Crane's majesty, the martial disciple smites his foe and radiates a banner of heavenly wings, which explode with celestial light and power. Make a melee attack that inflicts an additional 8d6 points of damage and heals the initiator and all of his allies within 30-ft for 4d6 points of damage.|PRERULE:1,DisplayFullSpell
1159Emerald-Tipped Feathers.MOD				DESC:A defensive technique of the Silver Crane calls for the hardening of the channeled celestial's essence around the disciple to protect him from harm. This essence often manifests in the form of a wing-like shield of faintly green light, which grants you damage reduction of 20/evil against a single attack.|PRERULE:1,DisplayFullSpell
1160Silver Crane's Spiral.MOD				DESC:Filling himself with the wrath of the heavens, the Silver Crane disciple takes on a nimbus of glowing wings and lashes out at all of his nearby enemies with smiting strikes. The character makes a single attack at his full attack bonus with a +2 insight bonus at each adjacent enemy or enemy that is within the area he threatens. Ranged attacks used with this maneuver may only be used against opponents within the weapon's first range increment.|PRERULE:1,DisplayFullSpell
1161Stance of the Crane Knight.MOD			DESC:As a disciple of the Silver Crane, the martial disciple may manifest the essence of his celestial patrons along his body, its light radiating from his soul to form silver-feathered ethereal wings from his back and a blazing halo of argent radiance around his head. While in this stance, you gain a fly speed equal to twice your base land speed with average maneuverability and you gain DR 10/evil. You also radiate light as a light spell from the halo-like effect of this stance while it is in effect.|PRERULE:1,DisplayFullSpell
1162Argent King's Scepter.MOD				DESC:The initiator of this strike holds his weapon aloft briefly, allowing it to fill with holy wrath before striking the blazing weapon down with righteous finality. This strike inflicts an additional 12d6 points of damage and heals the initiator for 60 points of damage.|PRERULE:1,DisplayFullSpell
1163Holy Pinions.MOD						DESC:Using this advanced technique of the Silver Crane, the martial disciple infuses his strike with the pure celestial essence of their heavenly companion and smites the forces of the Lower Planes. Make an attack that inflicts and additional 10d6 points of damage. The disciple may also choose to strike incorporeal foes with this strike as if they were made manifest, including fiends who currently possess a creature. To strike a possessing fiend, the body they inhabit must be also struck, but all damage goes to the possessing fiend without harming the host. If used against a possessing fiend or an incorporeal creature, he may attempt to make this creature corporeal (if used against a possessing fiend, the creature will appear adjacent of the host) temporarily. The creature must make a Will save (DC 16 + initiation modifier) or be made corporeal and stunned for the character's initiation modifier in rounds (minimum of one round).|PRERULE:1,DisplayFullSpell
1164Silver Crane Endurance.MOD				DESC:By reciting a litany of praises and prayers to the glory of the angels and to the heavens above, the Silver Crane disciple is filled with restorative power from his patrons. Some disciples shimmer with a holy glow, and others bear a halo or nimbus around their head when in this stance. While in this stance, the initiator gain fast healing 5.|PRERULE:1,DisplayFullSpell
1165Silver Crane's Mercy.MOD				DESC:With a recitation of power and a prayer for mercy upon those who are servants of heaven, the Silver Crane disciple strikes out at the evil he battles. Upon making a successful attack, you or an ally within 30-ft of you is healed of 9d6 points of damage.|PRERULE:1,DisplayFullSpell
1166Diamond Displacement Strike.MOD			DESC:A blinded warrior cannot strike with his eyes, and most cannot strike with their mind. The disciple of the Silver Crane strikes hard at his opponent's senses and rips them from him decisively, burning them out with holy light and thunderous power. Make an attack, the target of which must make a Will save (DC 17 + initiation modifier) or be permanently blinded and deafened by a celestial hand. Targets that succeed their saving throw are staggered for one round from the sensory overload of the attack.|PRERULE:1,DisplayFullSpell
1167Diamond-Tipped Feathers.MOD				DESC:The ultimate defensive technique of the Silver Crane, glittering wings of celestial might wrap around the martial disciple initiating this maneuver, protecting him from harm. You gain DR 30/evil against a single attack, or may shed one condition that has been placed upon you or negate one that is about to be placed upon you (such as bestow curse or the effect of a power word: blind spell, but not damage effects from spells such as fireball).|PRERULE:1,DisplayFullSpell
1168Holy Rush.MOD						DESC:With a rush of speed and flare of arching wings of light, the martial disciple speeds towards an ally within the blink of an eye. When initiating this boost, you teleport to an square within 50 ft. and adjacent to an ally. If there is no ally within this range, this maneuver cannot be used. The disciple may teleport himself, his gear and equipment, and up to 25 pounds of carried objects.|PRERULE:1,DisplayFullSpell
1169Benediction of the Silver Crane.MOD			DESC:With a powerful cry of need, the true glory of heaven's mercy pours down upon the Silver Crane disciple in a flood of healing benediction. Upon a successful attack, the initiator and all allies within 30-ft of his position are healed of 12d6 points of damage.|PRERULE:1,DisplayFullSpell
1170Celestial Pinions.MOD					DESC:Martial disciples with this technique have learned to strike through the ether and destroy the very essence of their infernal foes in a blazing torrent of holy light. Make an attack against a foe that inflicts an additional 15d6 points of damage. The disciple may also choose to strike incorporeal foes with this strike as if they were made manifest, including fiends who currently possess a creature. To strike a possessing fiend, the body they inhabit must be also struck, but all damage goes to the possessing fiend without harming the host. If used against a possessing fiend or an incorporeal creature, the creature must make a Will save (DC 18 + initiation modifier) or be instantly slain.|PRERULE:1,DisplayFullSpell
1171Diamond Wings of the Imperial Crane.MOD		DESC:The true master of the Silver Crane discipline who learns its mysteries must be prepared to take the fight to the enemies of the Upper Planes. By initiating this stance, a halo of ghostly wings erupts around the disciple to ward away harmful magics. While in this stance, the ghostly image of wings protects the initiator against the spells and powers of evil spells and dark powers, granting him spell resistance equal to 15 + his initiator level and a +4 sacred bonus to saving throws. Effects that fail to pass the initiator's spell resistance restore twice the level of the effect in hit points to the disciple.|PRERULE:1,DisplayFullSpell
1172Strike of Silver Exorcism.MOD				DESC:The ultimate technique of the Silver Crane is a strike that rends the essence of the foes of the heavens asunder and brings them to ruin in one blazing stroke. This strike adds an additional 80 points of sacred damage to the attack and dazzles the foe for one round. Undead or evil outsiders who are struck by this attack suffer 120 points of sacred damage instead and must make a Will save (DC 19 + initiation modifier) or be instantly slain. Creatures that succeed on the saving throw are instead hindered by holy power, being under the effects of a slow spell for the character's initiation modifier in rounds as their very essence quakes with the agonies inflicted by pure celestial energies.|PRERULE:1,DisplayFullSpell
1173
1174
1175###Block: Stances from Prestige Classes
1176# Spell Name			Type			Sub-School		Casting Time		Range			Target Area or Effect	Duration		Source Page		Description
1177Guardian of the Faith		TYPE:Initiator	SUBSCHOOL:Stance	CASTTIME:1 swift action	RANGE:Personal	TARGETAREA:You		DURATION:Stance
1178Guardian of the Faith.MOD																					SOURCEPAGE:p.141	DESC:Once within this stance, the battle templar gains damage reduction 10/adamantine, and allies within 20 ft. of his position (excluding himself) gain a +4 divine bonus to AC (and CMD), saving throws.
1179
1180Stance of Arcane Steel		TYPE:Initiator	SUBSCHOOL:Stance	CASTTIME:1 swift action	RANGE:Personal	TARGETAREA:You		DURATION:Stance
1181Stance of Arcane Steel.MOD																					SOURCEPAGE:p.143	DESC: The bladecaster gains the ability to burn his arcane energy to empower his martial abilities. As a free action, the bladecaster may sacrifice uncast spells or spell slots to grant himself one of the following bonuses for one round. At 5th level, these bonuses persist for two rounds, and these bonuses persist for three rounds at 9th level. Arcane Edge: The bladecaster gains an insight bonus on attack rolls equal to the spell's level. Eldritch Smite: The bladecaster adds 1d6 points of extra damage per level of the spell. If the weapon possesses an enhancement that inflicts elemental damage (such as flaming) or if the spell possesses an elemental type (such as wall of fire possessing the [Fire] type), then this bonus damage may use that energy type; otherwise it is force damage. Defensive Field: The bladecaster gains a bonus to AC equal to the spell's level. Grace of the Arcane: The bladecaster gains an insight bonus on Fortitude and Reflex saving throws equal to the spell's level. Energy Shield: The bladecaster gains resistance to acid, cold, electricity, fire, or sonic equal to 5 x the spell's level.
1182
1183Dragon War God's Dance		TYPE:Initiator	SUBSCHOOL:Stance	CASTTIME:1 swift action	RANGE:Personal	TARGETAREA:You		DURATION:Stance
1184Dragon War God's Dance.MOD																								DESC:While in the Dragon War God's Dance, as a full round action the character may move any distance as a free action, so as long as his total movement for the round does not exceed twice his movement speed. He may continue subsequent attacks (up to his maximum number of attacks on a full attack action) after this movement is complete, so long as he has moved at least 10 ft. prior to the last attack. Each attack inflicts an additional 4d6 points of damage. Unlike most stances, this stance is particularly strenuous, and may only be maintained for a number of rounds equal to 5 + Constitution modifier, after which he reverts to his previous stance and is fatigued for a number of rounds equal to the number of rounds he was in this stance. Once he has recovered from the Dragon War God's Dance, he may resume it again if he should so choose.
1185
1186Stance of the Mage Killer	TYPE:Initiator	SUBSCHOOL:Stance	CASTTIME:1 swift action	RANGE:Personal	TARGETAREA:You		DURATION:Stance
1187Stance of the Mage Killer.MOD																								DESC:May cast one mage hunter spell as part of a strike; no effect on successful save vs. effect with reduced or partial effect normally|!PRERULE:1,DisplayFullSpell
1188Stance of the Mage Killer.MOD																								DESC:The mage hunter may cast one mage hunter spell as a swift action per round as part of a martial strike. Also while in this stance, if the mage hunter successfully makes a saving throw against an effect that has a reduced or partial effect on a successful saving throw (such as half damage on a fireball), the mage hunter instead is unaffected by the effect.|PRERULE:1,DisplayFullSpell
1189
1190Mage Harrier's Stance		TYPE:Initiator	SUBSCHOOL:Stance	CASTTIME:1 swift action	RANGE:Personal	TARGETAREA:You		DURATION:Stance
1191Mage Harrier's Stance.MOD																								DESC:Magic-users can't cast defensively within your melee reach; gain SR (15+CASTERLEVEL), heal twice spell level from spells that fail against SR, gain temporary hit point if going past maximum hit points.|!PRERULE:1,DisplayFullSpell
1192Mage Harrier's Stance.MOD																								DESC:The mage hunter prevents magic-users from being able to cast defensively under any condition if they are within his melee reach; his knowledge of combating them allows him to disrupt their delicate spellcasting needs. Enemies affected by this stance can make a Knowledge (martial) check (DC 21) to identify the stance and know that they would be vulnerable to it (allowing them to attempt to cast defensively once more). Additionally, while in this stance he gains spell resistance equal to 15 + his initiator level [SR (15+CASTERLEVEL)], and spells that fail against his spell resistance or that he successfully saves against grant a number of temporary hit points equal to twice the spell level cast against him to the mage hunter, as his strength is restored as the mage's strength fades. Temporary hit points last until used or until the end of the encounter.|PRERULE:1,DisplayFullSpell
1193
1194Embrace the Shadows		TYPE:Initiator	SUBSCHOOL:Stance	CASTTIME:1 swift action	RANGE:Personal	TARGETAREA:You		DURATION:Stance
1195Embrace the Shadows.MOD																									DESC:+2 DC to Steel Serpent, Thrashing Dragon, and Veiled Moon disciplines, +(2*CASTERLEVEL) to Intimidate, autofail Handle Animal, +2 AC, +2 saves, +2 Stealth|!PRERULE:1,DisplayFullSpell
1196Embrace the Shadows.MOD																									DESC:The character's form and features change, his skin becoming mottled heavily with inky black shadow and his eyes, hair, nails, and teeth turn pitch black. Maneuvers of the Steel Serpent, Thrashing Dragon, and Veiled Moon disciplines have their saving throw DC's increased by 2. He gains a +2 profane bonus per umbral blade level to his Intimidate checks due to his fearsome appearance and he automatically fails any Handle Animal check he makes due to his unnatural form. Additionally, this stance improves the umbral blade's natural armor bonus to AC by +2, and he gains a +2 profane bonus to saving throws as his form becomes very resilient. Lastly, he gains a +2 profane bonus to Stealth checks per umbral blade level while in this stance. This stance is tiring for the mind to maintain, however, as the strain of maintaining one's sanity while having a shadowy alien consciousness so close to one's own mind challenges the umbral blade. He may only maintain this stance for a number of rounds equal to his initiation modifier +5 per encounter (minimum of 6); if this is exceeded, the character does not release from this stance but instead acts as if under a confusion spell until the end of the encounter. This is a supernatural ability.|PRERULE:1,DisplayFullSpell
1197
1198#
1199# End
1200#
1201