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Magical Maneuvers

June 1st, 2015

Alex Riggs

Obscure Arcana Archive

There are many different roles one can take in combat, and while class often helps focus a character in one role, members of the same classes can often fill different niches. Typically, the “control” characters, those that manipulate the battlefield and weaken opponents, rather than damaging directly, are spellcasters, but there is one tool in a martial character’s arsenal that helps them take on this task, and that is combat maneuvers.

Of course, some of those same martial classes are also able to cast spells. And there are surprisingly few spells about combat maneuvers. Today’s article provides three new spells to let you “outmaneuver” your opponents.

 

DEFENSIVE STANCE
School abjuration; Level antipaladin 2, bloodrager 2, magus 3, paladin 2, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 10 min./level, or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You greatly increase the target’s defensive potential, helping to shore up his balance and stance, adjust the way he wields his weapon, and generally remove openings and weaknesses in his fighting style that he wasn’t even aware he had. The target gains a +4 bonus to CMD for the spell’s duration. Additionally, up to three times during the spell’s duration, as an immediate action, the target can grant herself a +10 bonus to CMD until the beginning of her next turn. Once this ability has been used three times, the spell ends at the beginning of the target’s next turn.

 

MANEUVER MASTERY
School divination; Level antipaladin 1, bard 1, bloodrager 1, inquisitor 1, magus 1, medium 1, paladin 1, psychic 1, ranger 1
Casting Time 1 standard action
Components V, S, M (a shard from a broken blade)
Range personal
Target you
Duration 1 round/level

You grant yourself instant knowledge of a particular combat maneuver, allowing you to execute it flawlessly. Choose a single combat maneuver. You do not provoke attacks of opportunity for performing that combat maneuver, and gain a bonus to CMB for checks relating to that maneuver equal to 1/2 your caster level (to a maximum bonus of +5 at 10th level).

 

MANEUVER TWIN
School illusion (shadow); Level antipaladin 3, inquisitor 5, magus 5, mesmerist 5, paladin 3, ranger 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect an illusory copy of you
Duration 1 round/level (D)
Saving Throw Will disbelief; see text; Spell Resistance no

You create a semi-real copy of yourself from shadowstuff. This copy is indistinguishable from you in appearance, although creatures that disbelieve it can differentiate it from the real you. The copy has a speed of 30 feet, and automatically attempts to get within reach of any creature you attack, positioning itself to flank the creature with you, if able. Each time you make an attack or full-attack action against a creature that the copy can reach, the copy performs a single combat maneuver of your choice, from the following list: bull rush, dirty trick, disarm, sunder, or trip. The copy uses your combat maneuver bonus.

If a creature successfully disbelieves the spell, the copy cannot be used to gain flanking with that creature, and the creature gains a +10 circumstance bonus to CMD against combat maneuver checks made by the copy.