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View Full Version : D&D 3.x Other Arcane Techniques ("Martial" Discipline? "Arcane" Discipline? PEACH)



Zaydos
2015-02-09, 01:29 PM
This is a bit of an experiment. I like the mechanics behind the sublime way, and wanted to try something with more spell-like effects. As such I made Arcane Techniques. Thematically it feels like it should probably be multiple disciplines, and there are almost enough maneuvers to split it into 2 or more disciplines, but not quite enough of any theme to make a single thematically tight discipline. I mean Necromancy is the closest but it lacks 1st level maneuvers among others.

Some of these abilities break the rules of maneuvers. Inherent damage scaling (1d6/initiator level) which does actually exist in martial maneuvers in the form of weapon damage (2d6+6 at 1st, increasing up to around 4d6+25 at 20th) but it's not the same. Multi-round effects. Non-combat maneuvers. Etc. Which of these works? Which don't? Are you interested in seeing a set of fully fleshed out "arcane" disciplines (possibly Necromancy, Enchantment/Illusion, Conjuration/Transmutation, etc)? I know some of the disciplines are going to be off in level, and some are almost certainly just fundamentally flawed.

For now I've given it as an option to martial initiators either through trading a discipline (for Swordsage and the more arcane of my homebrew) or a feat (for the others). Is this a bad idea, either mechanically or thematically (I have a nagging feeling it is with both)? Should I actually pursue this concept and make a "caster" class built off of using Arcane Techniques? It would allow me to make the techniques a little stronger than martial maneuvers of the level at the cost of probably being generally less than a swordsage chassis wise and possibly techniques known/readied. For now, though, this is still in the "proof of concept" stage, and a sort of Alpha. It should technically be playable (that is the intent), but it's only a really rough draft to see if people like it enough to be worth the effort to make it fully functional.

So please give me your opinions.

Fluff-wise...

The sublime way teaches a path to seemingly supernatural skill. There are those who deviate from it however and dabble in the more truly magical arts. These arts, called arcane techniques, build off of some of the same fundamental skills taught by the sublime way but apply them not to the art of the blade, but to the manipulation of mystical and unseen forces. To a swordsage these may be secret fully mystical techniques guarded by their monastery for generations. To an argent blade these are simply a further blending of their arcane and sublime skills. To a wyldwood knight these are blessings and techniques bestowed and taught to them by the fey they serve. For a warblade they are the dabbler's magic that a mercenary often picks up. A crusader might have these as a follower of a god of magic, such as Wee Jas.

Gaining this discipline: A swordsage, argent blade, or wyldwood knight (as well as other homebrew initiating classes at the DM's discretion) can, at 1st level, trade access to one of their normal disciplines for Arcane Techniques. If they do so they lose the discipline skill associated with the lost discipline, unless they have a second discipline with that skill or it’s Concentration or Spellcraft, and they add Knowledge (Arcana) to their skill list. (This is, as always based off of the way the Demented One did his disciplines).

Alternatively a character may take the Martial Arcanistry feat to gain access to this discipline.

Sublime Arcanistry
You have a talent for the use of arcane techniques which build off of the sublime way.
Prerequisites: 1 level in a class which grants martial maneuvers.
Benefit: Select one martial initiating class which you possess, you may select maneuvers from the Arcane Technique discipline as if it were one granted by that class and add Knowledge (Arcana) to that class’s class skill list. Warblades, Argent Blades, and Eternal Blades treat Intelligence as their mental ability score for Arcane Techniques, Swordsages, Morphic Claws, Deepstone Sentinel, Ruby Knight Vindicators, and Shadowsun Ninjas, treat Wisdom as their mental ability score, and Cruaders, Wyldwood Knights, and Bloodclaw Masters treat Charisma as their mental ability score. Jade Phoenix Mages may select Intelligence or Charisma.
Special: You may take this feat multiple times, each time you do you must choose a different class that you possess.


Discipline Skill: Knowledge (Arcana)
Discipline Weapons: Rays, touch spells, orbs, other ranged touch spells.
Special: All maneuvers and stances in this discipline are Supernatural unless marked as Spell-like; Spell-like maneuvers provoke attacks of opportunity unless they are a swift or immediate action, can be dispelled, allow spell resistance (use your Initiator Level as Caster Level against Spell Resistance) unless otherwise noted, require Somatic and Verbal components, and if damaged during use require a Concentration check (as if a spell of the same level) to avoid losing.

Saving Throw: All DCs are 10 + Maneuver Level + mental ability score based upon class; Swordsages use Wisdom, Argent Blades use Intelligence, and Wyldwood Knights use Charisma.

Some maneuvers are listed as Techniques. These are functionally similar to strikes, requiring a standard action to activate (unless otherwise noted) but are not attacks and often have durations of multiple rounds.

Zaydos
2015-02-09, 01:30 PM
Air Step
Arcane Technique (Technique)
Level: 1st
Initiation Action: 1 move action.
Range: Personal
Target: You
Duration: 1 move action.
You walk on the air itself. As part of this maneuver you may move up to your land speed, but this movement is performed walking 3 inches off of the ground. You may move over surfaces which could not normally support your weight (such as fragile ice or water) but must remain within 3 inches of a surface.

Armoring Stance
Arcane Technique (Stance)
Level: 1st
Range: Personal
Target: You.
Duration: Stance.
You surround your body in a light robe of force. This grants you a +3 armor bonus to AC, plus ½ your Initiator Level. As this armor is made of pure force it applies against incorporeal touch attacks, and as it is weightless does not count as armor worn (though as it is an armor bonus it does not stack with armor).

Eldritch Bolt
Arcane Technique (Strike)
Level: 1st
Initiation Action: 1 standard action.
Range: 30-ft
Effect: Bolt of arcane energy.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: Yes.
You release a ray of pure arcane energy out of your hand towards a target within range. This ray requires a ranged touch to hit and deals 1d6 damage plus 1d6 damage per two initiator levels. This is a spell-like maneuver.

Kindle Light
Arcane Technique (Technique)
Level: 1st
Initiation Action: 1 standard action.
Range: Touch
Target: Object touched.
Duration: 3 rounds plus 2 rounds per initiator level.
Saving Throw: No.
Spell Resistance: No.
You cause the touched object to shine with a mystical light. This light provides bright illumination out to 20-ft + 5-ft/2 Initiator Levels, and shadowy illumination out to twice this distance. This light interacts with [Darkness] effects as equivalent to a [Light] spell with a level of 1 + 1/4th your Initiator Level. This is a spell-like maneuver.

Mask of the False Face
Arcane Technique (Stance)
Level: 1st
Range: Personal
Target: You.
Duration: Stance.
You disguise yourself as the spell Disguise Self. If you take damage while in this stance you must make a Concentration check (DC = 5 + damage dealt) or the illusion ends immediately, and while this illusion is active if your Initiator Level is less than 4 you suffer a -2 penalty to Strength, Dexterity, and Wisdom checks as well as attack rolls; if you Initiator Level 8 you suffer a -1 penalty to Strength, Dexterity, and Wisdom checks as well as attack rolls. This is a spell-like maneuver.

Pitch Voice
Arcane Technique (Technique)
Level: 1st
Initiation Action: 1 standard action.
Range: 25-ft plus 5-ft per 2 Initiator Levels
Effect: Intelligible sound, usually speech.
Duration: 3 rounds.
Saving Throw: Will negates (if interacted with).
Spell Resistance: No.
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

Piercing Gaze
Arcane Technique (Stance)
Level: 1st
Range: Personal
Target: You.
Duration: Stance.
You gain the ability to see invisible creatures and objects as if with the spell See Invisibility but only out to a range of up to 10-ft per Initiator Level.

Blinding Touch
Arcane Technique (Strike)
Level: 2nd
Initiation Action: 1 standard action.
Range: Touch
Target: Creature touched.
Duration: 1 minute.
Saving Throw: Fortitude negates.
Drawing upon necromantic energy you rob a target of their sight with a touch. The target is allowed a Fortitude save to resist this effect, and their sight returns after 1 minute.

Illusory Image
Arcane Technique (Technique)
Level: 2nd
Initiation Action: 1 standard action.
Range: 50-ft per initiator level plus 5-ft per 2 initiator levels.
Effect: Visual figment that cannot extend beyond four 10-ft. cubes.
Duration: Concentration, up to 1 round/initiator level.
Saving Throw: Will disbelief (if interacted with).
Spell Resistance: No.
This maneuver creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. If your initiator level is 8 or higher you may include some minor sounds but not understandable speech. If your initiator level is 11 or higher you may move the image within range. If your initiator level is 14 or higher you may include sound, smell, and thermal illusions as well. This is an illusion effect, a figment, and a spell-like maneuver.

Mirrored Form
Arcane Technique (Counter)
Level: 2nd
Prerequisites: 1 Arcane Technique maneuver.
Initiation Action: 1 immediate action.
Range: Personal.
Target: You.
Duration: Until the start of your next turn.
Saving Throw: No.
You create a mirror image of yourself, as the spell Mirror Image, to avoid an attack. You create 1 image plus 1 image per 9 initiator levels when you use this maneuver. These images last until the start of your next turn.

Opening Touch
Arcane Technique (Technique)
Level: 2nd
Prerequisites: 1 Arcane Technique maneuver.
Initiation Action: 1 standard action.
Range: Touch
Target: Locked object touched.
Duration: Instantaneous.
Saving Throw: Will negates (object).
Spell Resistance: Yes (object).
With a touch you cause a lock to unlock or a door to unbar. You must make an Open Lock check with a bonus equal to your Initiator Level plus 2, a door bar acting as DC 20. This is a spell-like maneuver.

Telekinetic Push
Arcane Technique (Strike)
Level: 2nd
Range: 15-ft.
Target: One creature or unattended object.
Duration: Instantaneous.
When you use this maneuver you release a telekinetic force towards the target. This telekinetic force functions as a bull rush attempt made with a Strength modifier equal to your mental ability modifier used for this discipline’s save DCs, and an additional bonus equal to your Initiator Level. This bull rush does not provoke attacks of opportunity, you do not move, and it may push creatures and objects further than 5-ft if the check is high enough. You may only push a creature in a straight line which moves it further from you. This is a spell-like maneuver.

Animal’s Blessing
Arcane Technique (Stance)
Level: 3rd
Prerequisites: 1 Arcane Technique maneuver.
Range: Personal
Target: You.
Duration: Stance.
You call upon animalistic magic to augment your body or mind. When you first enter this stance during a day choose one ability score, you gain a +4 enhancement bonus to that ability score while in this stance. You may reselect the ability score after 8 hours of rest.

Breath of Confusion
Arcane Technique (Technique)
Level: 3rd
Prerequisites: 1 Arcane Technique maneuver.
Initiation Action: Standard.
Range: 30-ft.
Area: 30-ft cone.
Duration: 1 round.
Saving Throw: Will negates.
Spell Resistance: Yes.
You breathe out a cone of brightly colored gas. This gas dissipates almost as quickly as it forms, but it causes confusion (as the spell) in the creatures it washes over for 1 round. A successful Will save negates this effect and it is a mind-affecting effect. This is a spell-like maneuver.

Broadcast Thought
Arcane Technique (Stance)
Level: 3rd
Prerequisites: 1 Arcane Technique maneuver.
Range: Personal
Target: You.
Duration: Stance.
You open your mind allowing it to broadcast and receive thoughts. You gain telepathy out to this 30-ft plus 5-ft per initiator level.

Eldritch Orb
Arcane Technique (Strike)
Level: 3rd
Prerequisites: 1 Arcane Technique maneuver.
Initiation Action: 1 standard action.
Range: 50-ft
Effect: 3’ diameter orb of arcane energy.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: Yes.
You release an orb of pure arcane energy out of your hand towards a target within range. This orb requires a ranged touch to hit and deals 1d6 damage initiator level. This is a spell-like maneuver.

Flash of Terror
Arcane Technique (Strike)
Level: 3rd
Prerequisites: 1 Arcane Technique maneuver.
Initiation Action: 1 standard action.
Range: 30-ft
Target: Creature able to see you.
Duration: 1 minute.
Saving Throw: Will partial.
You surround yourself with an image of fear striking fear into the target creature. It must make a Will save or be frightened for 1 round and shaken for 9 rounds thereafter. On a successful save it is merely shaken for 1 round. This is a mind-affecting fear effect, and a spell-like maneuver.

Reactive Counterspell
Arcane Technique (Counter)
Level: 3rd
Prerequisites: 1 Arcane Technique maneuver.
Initiation Action: 1 immediate action.
Range: Personal
Target: 1 spell.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Reflexively you release a pulse of magical energy which frays and undoes magic that seeks to form around you. When you use this maneuver you may counterspell a single spell which includes you within its area or among its targets. This functions as using Greater Dispel Magic to counterspell, using your Initiator Level as your caster level.

Sky Dance
Arcane Technique (Technique)
Level: 3rd
Prerequisites: 1 Arcane Technique maneuver.
Initiation Action: 1 move action.
Range: Personal
Target: You
Duration: 1 move action.
You walk on the air itself. As part of this maneuver you may fly at twice your land speed with perfect maneuverability, at the end of this movement you immediately fall if you have not landed.

Blaze Shield
Arcane Technique (Counter)
Level: 4th
Prerequisites: 2 Arcane Technique maneuvers.
Initiation Action: 1 immediate action.
Range: Personal
Target: You.
Duration: Until the start of your next turn.
Saving Throw: No.
You create a warding cloak of red or blue fire which wraps around you protectively. If you create red fire you take half damage from cold for the duration of the effect and any creature striking you in melee without a reach weapon takes 1d6 plus your Initiator Level fire damage. If you create blue fire you take half damage from fire for the duration of the effect and any creature striking you in melee without a reach weapon takes 1d6 plus your Initiator Level cold damage.

Distant Eyes
Arcane Technique (Technique)
Level: 4th
Prerequisites: 2 Arcane Technique maneuvers.
Initiation Action: 1 standard action.
Range: 30-ft per initiator level.
Effect: Magical sensor.
Duration: Concentration plus 1 round/2 initiator levels.
Saving Throw: No.
Spell Resistance: No.
Distant Eyes creates an invisible magical sensor at a specific location that enables you to hear and see almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike scrying spells, this effect does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Distant Eyes functions only on the plane of existence you are currently occupying. This is a spell-like maneuver.

Eldritch Vigor
Arcane Technique (Boost)
Level: 4th
Prerequisites: 1 Arcane Technique maneuver.
Initiation Action: 1 swift action.
Range: Personal.
Target: You.
Duration: 1 round per 3 initiator levels.
You call upon magic to strengthen your life force, armoring yourself in chords of necromantic energy. When you initiate this maneuver you gain temporary hit points equal to your initiator level. This is a spell-like maneuver.

Momentary Charm
Arcane Technique (Technique)
Level: 4th
Prerequisites: 2 Arcane Technique maneuvers.
Initiation Action: 1 standard action.
Range: 5-ft per 2 initiator levels.
Target: 1 creature able to hear and see you.
Duration: 1 round/initiator level.
Saving Throw: Will negates.
Spell Resistance: Yes.
With gaze and words heavy with magic you convince a creature that you are its trusted and valued friend. This maneuver functions as Charm Monster (including the bonus to saving throws if you or your allies have engaged in hostilities with the target) except that the target must be able to see your eyes and hear your voice when you initiate this maneuver and its duration is only 1 round per initiator level. A target remembers everything that happened while under the effects of this maneuver, and gains a +2 bonus to saves against this maneuver for 8 hours; each time you use this maneuver on a target it resets the duration of this bonus and increases it by +2. A target which successfully saves against this maneuver is immune to your use of this maneuver for 1 hour (and gets a +2 on saves against it for 8 hours still). This is a spell-like maneuver.

Thunderstrike:
Arcane Technique (Strike)
Level: 4th
Prerequisites: 2 Arcane Technique maneuvers.
Initiation Action: Standard.
Range: 60-ft.
Area: 60-ft line.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
With a word of sorcery you release a bolt of electricity. This bolt deals 1d6 electricity damage per initiator level within the area. This is a spell-like maneuver.

Distant Hands:
Arcane Technique (Stance)
Level: 5th
Prerequisites: 2 Arcane Technique maneuvers.
Range: Personal
Target: You.
Duration: Stance.
While in this stance you are able to manipulate objects telekinetically from afar. You are capable of manipulating objects out to 10-ft per initiator level with this ability. You are treated as having a Strength score equal to your mental ability score associated with this discipline for dealing with objects manipulated with this stance and have a number of “hands” this way equal to 1/5th your initiator level. You may wield weapons with this effect, but you cannot use this telekinesis to perform bull rush or trip attempts, and have limited fine control suffering a -2 penalty to attack rolls and anything that requires a similar level of finesse and you may only effectively fight with one weapon at a time (though you may “wield” as many as you have “hands” with 2 handed weapons counting as two weapons); you may use this ability to wield oversized weapons but suffer a -4 penalty to hit for each size category larger than you they are. You may even attempt more adroit maneuvers, such as sleight of hand or picking locks but suffer a -5 penalty at these attempts.

Enervating Touch
Arcane Technique (Strike)
Level: 5th
Prerequisites: 2 Arcane Technique maneuvers.
Initiation Action: 1 standard action.
Range: Touch
Target: 1 living creature touched.
Duration: 1 hour.
Saving Throw: No.
You fill your touch with deathly, enervating energy. With a melee touch you inflict 1d3+1 negative levels onto the target. These negative levels last for 1 hour after which they disappear never lasting long enough to actually become permanent level loss. This is a negative energy based energy draining effect and if used on an undead creature instead grants it 5 temporary hit points per negative level which would have been inflicted.

Fiery Barrier
Arcane Technique (Technique)
Level: 5th
Prerequisites: 2 Arcane Technique maneuvers.
Range: 20-ft per initiator level.
Effect: Opaque sheet of flame up to 5 ft. long/initiator level, 20 ft. high entirely within range.
Duration: Concentration plus 1 round per 3 initiator levels.
Saving Throw: No.
Spell Resistance: Yes.
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per initiator level to any creature passing through it.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

Moment of Intangibility
Arcane Technique (Boost)
Level: 5th
Prerequisites: 2 Arcane Technique maneuvers.
Initiation Action: 1 swift action.
Range: Personal.
Target: You.
Duration: 1 round
Your body becomes insubstantial and intangible. You and any objects you carry become incorporeal for 1 round (losing any natural armor you possess, and gaining a deflection bonus to AC equal to your Charisma modifier) and any magic items you are carrying become ghost touch for the duration. If you use a touch spell or maneuver it may affect corporeal creatures normally. This is a spell-like maneuver.

Siphon Life
Arcane Technique (Strike)
Level: 5th
Prerequisites: 2 Arcane Technique maneuvers.
Range: 5-ft per initiator level.
Target: 1 living creature within range.
Duration: Instantaneous/1 minute per initiator level.
Saving Throw: Fort halves.
Spell Resistance: Yes.
Pointing your palm at the target you grasp and pull at the air, pulling their life force into yourself. The target takes 1d8 damage per 2 initiator levels and you gain temporary hit points equal to one half the damage dealt. These temporary hit points last for 1 minute per initiator level.

Split Focus
Arcane Technique (Stance)
Level: 5th
Prerequisites: 2 Arcane Technique maneuver.
Range: Personal
Target: You.
Duration: Stance.
While in this stance you are able to concentrate on a spell, maneuver, or effect which requires concentration as a swift action instead of a standard action.

Telekinetic Shove
Arcane Technique (Strike)
Level: 5th
Prerequisites: 2 Arcane Technique maneuver.
Range: 30-ft.
Target: One creature or unattended object.
Duration: Instantaneous.
When you use this maneuver you release a telekinetic force towards the target. This deals 1d6 (force) damage to the target per 2 initiator levels and this telekinetic force functions as a bull rush attempt. This bull rush is made with a Strength modifier equal to your mental ability modifier used for this discipline’s save DCs, and an additional bonus equal to your Initiator Level, and any creature pushed by it is pushed up to twice the normal distance. This bull rush does not provoke attacks of opportunity, you do not move, and it may push creatures and objects further than 5-ft if the check is high enough. You may only push a creature in a straight line which moves it further from you. This is a spell-like maneuver.

Greater Reactive Counterspell
Arcane Technique (Counter)
Level: 6th
Prerequisites: 2 Arcane Technique maneuvers.
Initiation Action: 1 immediate action.
Range: Personal
Target: 1 spell.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Reflexively you release a pulse of magical energy which frays and undoes magic that seeks to form around you, a self-adapting magical force which mimics and halts the magic affecting you. When you use this maneuver you may counterspell a single spell which includes you within its area or among its targets. This functions as using another instance of the same spell to counter the spell (is automatically successful).

Momentary Polymorph
Level: 6th
Prerequisites: 3 Arcane Technique maneuvers.
Initiation Action: 1 swift action.
Range: Personal.
Target: You.
Duration: 1 round.
You assume another form, your body shifting quickly into a new shape and remaining in it for a few seconds before reverting to your natural form. This functions as polymorph (http://www.d20srd.org/srd/spells/polymorph.htm) but you do not regain hit points upon assuming this new form, you may only target yourself, the duration is 1 round, and you may assume a form with up to your initiator level in hit dice. This is a spell-like maneuver.

Reflexive Teleportation
Arcane Technique (Counter)
Level: 6th
Prerequisites: 2 Arcane Technique maneuvers.
Initiation Action: 1 immediate action.
Range: 10-ft
Target: You.
Duration: Instantaneous.
When you initiate this maneuver you teleport to another location within range. This may move you out of range of an incoming attack. This is a spell-like maneuver.


Wave of Fear
Arcane Technique (Strike)
Level: 6th
Prerequisites: 2 Arcane Technique maneuvers.
Initiation Action: Standard.
Range: 50-ft.
Area: 50-ft cone
Duration: 1 minute.
Saving Throw: Will partial.
You release a wave of magic which induces terror in those caught within. Every creature within the cone must make a Will save. If they fail they are panicked for 1 round and shaken for the remainder of a minute. If they succeed they are merely shaken for 1 round. This is a mind-affecting fear effect and a spell-like maneuver.

Arcing Spark
Arcane Technique (Strike)
Level: 7th
Prerequisites: 3 Arcane Technique maneuvers.
Initiation Action: Standard.
Range: 60-ft.
Effect: 1 bouncing bolt of lightning.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: Yes.
You release a bolt of electricity from your outstretched fingers which flies out to strike a target within reach before bounding to another creature and another. You must make a ranged touch attack to strike each target, and if it hits and overcomes their spell resistance (if any) the lightning may then bounce to another target within 30-ft that has not already been struck by this maneuver, and you may repeat this process until you miss, a creature’s Spell Resistance stops this effect, or there are no new targets within range. Each target takes 1d6 electricity damage per initiator level. This lightning stops if it strikes the ground or an object.

Danse Macabre
Arcane Technique (Technique)
Level: 7th.
Prerequisites: 3 Arcane Technique maneuvers.
Initiation Action: Standard.
Range: Touch.
Target: Corpse touched.
Duration: Permanent (D).
Saving Throw: No.
Spell Resistance: No.
With a word of magic and a dark energy you instill a corpse with a twisted semblance of life. When you use this maneuver you may cause the corpse of a single creature to be animated as if by animate dead (http://www.d20srd.org/srd/spells/animateDead.htm). You may only have one creature animated by this maneuver at a time and if you animate another the former immediately is reduced to inanimate flesh which cannot be re-animated with this maneuver once more. In addition a creature animated by this maneuver has their maximum hit points reduced by 1 each round (and their current hit points are reduced by the same). This is a spell-like maneuver.

Stoney Barrier
Arcane Technique (Technique)
Level: 7th
Prerequisites: 3 Arcane Technique maneuvers.
Initiation Action: 1 standard action.
Range: 20-ft per initiator level.
Effect: Stone wall whose area is up to one 5-ft square/2 initiator levels.
Duration: Concentration up to 1 round/initiator level plus 1 round per 6 initiator levels.
Saving Throw: No.
Spell Resistance: No.
This maneuver creates a wall of stone 3 inches thick and composed of up to one 5-ft square per two initiator levels. This functions as wall of stone (http://www.d20srd.org/srd/spells/wallOfStone.htm), except that the wall lasts for only a limited amount of time, and has a reduced thickness and area.

Sudden Brilliance
Arcane Technique (Boost)
Level: 7th
Prerequisites: 3 Arcane Technique maneuvers.
Initiation Action: 1 swift action.
Range: Personal.
Target: You.
Duration: 1 round or until discharged.
With a whispered word of magic you call insights into the future to guide you at a task. You gain an insight bonus to your next skill check equal to ½ your initiator level.

Grasping Death
Arcane Technique (Strike)
Level: 8th
Prerequisites: 3 Arcane Technique maneuvers.
Initiation Action: 1 standard action.
Range: Touch
Target: Living creature touched.
Duration: Instantaneous.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Your fingers grow shadowed with necromantic energy as you reach out performing a deadly touch upon your foe transferring all the concentrated energy of death into the target. When you initiate this maneuver make a melee touch attack and if you hit the target they must make a Fortitude save or die instantly, taking 3d6+Initiator Level negative energy damage on a successful saving through. This is a [Death] effect, and a spell-like maneuver.

Mold Sorcery
Arcane Technique (Technique)
Level: 8th
Prerequisites: 4 Arcane Technique maneuvers.
Initiation Action: Special.
Range: Special
Target: Special
Duration: Special
Saving Throw: Special
Spell Resistance: Special.
Initiating this maneuver you shape magic into a new form. When you initiate this maneuver you may replicate the effects of any Sorcerer or Wizard spell level 5 or lower as if Heightened to 8th level; your mental ability score associated with this discipline must be at least 10 + the spell’s level to use this maneuver. This maneuver requires the same time to activate as the replicated spell, or a standard action (whichever is longer), any spell save DC uses the same mental ability score as this maneuver’s. When you initiate this maneuver you deal yourself 2 points of ability burn to whatever mental ability score you use for this discipline. This is a spell-like maneuver.

Planar Rift
Arcane Technique (Technique)
Level: 8th.
Prerequisites: 3 Arcane Technique maneuvers.
Initiation Action: 1 minute.
Range: 5-ft
Effect: 10-ft diameter planar portal.
Duration: Concentration (up to 1 round/initiator level) + 1 round.
Saving Throw: No.
Spell Resistance: No.
When you initiate this maneuver you rip a whole between realities. This creates a planar portal to a location on another plane of your choosing. If you are specifically aiming for a certain spot the portal opens within 10d100 miles of that location. Any creature may pass through this portal from either side, but inanimate objects may not unless attended by a creature passing through. This is a spell-like maneuver.

Spell Turning Stance
Level: 8th
Prerequisites: 4 Arcane Technique maneuvers.
Range: Personal
Target: You.
Duration: Stance.
While in this stance you are covered in a shimmering blue light (this light provides light equivalent to a candle and shadowy illumination out to 5-ft). Whenever you would be affected by a spell that could be turned with Spell Turnining (http://www.d20srd.org/srd/spells/spellTurning.htm) roll 3d3. If the result is equal to the level of the spell or higher that spell is reflected back on its caster as if with Spell Turning.

Freeze Time
Arcane Technique (Boost)
Level: 9th
Prerequisites: 4 Arcane Technique maneuvers.
Initiation Action: 1 swift action.
Range: Personal.
Target: You.
Duration: 1d3 rounds (apparent time).
You invoke magic to seemingly slow time to a halt for the purposes of all creatures other than yourself. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d3 rounds of apparent time, but during this time and for 1 round thereafter you cannot recover any Arcane Technique maneuvers. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell or maneuver that affects an area and has a duration longer than the remaining duration of the freeze time have their normal effects on other creatures once the freeze time ends.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.

You are undetectable while freeze time lasts. You cannot enter an area protected by an antimagic field while under the effect of freeze time.