On the surface, spellcraft and martial action seem to have precious little to do with one another, but the fact of the matter is that anyone—even seemingly frail wizards and sorcerers—can make use of martial action points, especially if some clever and industrious person were to provide them with a few spells that make use of martial action pools, either their own, or potentially, their allies’. These five spells are each loosely based on one of the five schools of martial technique presented in A Necromancer’s Grimoire: The Book of Martial Action II, and have additional effects that can be unlocked through the expenditure of martial action points.
FENCER’S DELIGHT
School transmutation; Level antipaladin 1, bard 2, inquisitor 2, magus 2, paladin 1, ranger 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (any light or one-handed bladed weapon)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance Yes (harmless)
With a word from you, the target’s sword arm seemingly gains a life of its own, allowing it to strike and parry of its own accord, taking advantage of vulnerabilities that the target may not even notice. For the spell’s duration, once per round, the target can make a single combat maneuver, in addition to any other actions he may take that turn (this combat maneuver does not count against the number of actions that he can take that turn).
If the target has a martial action pool, he can spend 6 martial action points as a free action when you cast this spell. If he does, then for the spell’s duration he also gains a +2 bonus to CMB, as well as a +2 competency bonus to AC, for the spell’s duration, as his weapon maneuvers of its own accord to protect him and enhance his attacks.
GOLDEN PURITY
School abjuration; Level alchemist 6, bard 6, cleric/oracle 7, druid 7, sorcerer/wizard 7
Casting Time 1 round
Components V, S
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance Yes (harmless)
The target’s body begins to radiate golden light as his mind and body are brought into perfect harmony. The target gains spell resistance equal to 15 + your caster level, and gains a +2 morale bonus on all saving throws.
If the target has a martial action pool, he can spend 12 martial action points as a free action when you cast this spell. If he does, then for the spell’s duration, he also gains a +4 competency bonus to all ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) for the spell’s duration.
IRON CHALLENGE
School enchantment (compulsion) [mind-affecting]; Level antipaladin 2, bard 3, cleric 3, inquisitor 3, magus 4, paladin 2, sorcerer/wizard 3, summoner 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance Yes
You issue a mortal challenge to the target, and the spell’s magic grants the challenge an inescapable weight. For the spell’s duration, the target cannot make attacks or cast hostile spells (spells that deal damage, cause death, impose negative conditions, and/or offer a saving throw that is not denoted as “harmless”) that target creatures other than you. Similarly, if the target has any spell-like, supernatural, or extraordinary attacks, he cannot use them on any creature other than you. If the target is incapable of attacking you (such as because you are too far away, or are protected by a wall of force, or he does not know where you are), and there are no reasonable methods that he could take to be able to attack you by the end of his next turn (such as moving closer towards you, going around the wall of force or destroying it, or casting invisibility purge, to use the previous examples), the spell ends, and he can attack other creatures normally.
When you cast this spell, if you have a martial action pool, you can spend 6 martial action points as a free action. If you do, then your body becomes encased with spectral iron armor, which grants you a +4 bonus to AC against the target’s attacks, and a +4 bonus on saving throws made to resist any spells, spell-like abilities, supernatural abilities, and extraordinary abilities originating from the target. These benefits last only as long as the spell does, and end if the spell’s effects are ended prematurely.
RUSHING WAVE
School conjuration (creation); Level cleric/oracle 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 move action
Components V, S, M (a water-smoothed stone)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Reflex negates; Spell Resistance Yes
At your command, a wellspring of churning, frothy white water appears beneath the target’s feet, lifting him a foot or so off the ground and carrying him along a path that you designate. The water can carry the target 20 feet, plus an additional 5 feet for every three caster levels you possess. The water can only carry the target over solid ground, and cannot carry him off the edge of a cliff, into a lake of molten lava, or into similar deadly hazards.
If the target has a martial action pool, he can spend 4 martial action points as a free action when you cast this spell. If he does, then at the end of this movement, he can take a standard action.
SHADOW CHAINS
School necromancy; Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, F (a piece of chain, at least 1 foot long, blackened by fire)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance Yes
The target is surrounded by spectral black chains which attach to his limbs and extend through the air, disappearing after a few feet. These chains do not actually bind the target, and in fact are not even physically present, but still manage to dull the target’s combat abilities and slow his responses. The target is denied his Dexterity bonus to AC for the spell’s duration.
When you cast this spell, if you have a martial action pool, you can spend 8 martial action points as a free action. If you do, then the chains take on a greater metaphysical weight, imposing a -2 penalty on the target’s attack rolls and saving throws for the spell’s duration.