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Tome of Battle - spells for fighters? How does that work?
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3712701" data-attributes="member: 18549"><p>Actually, quite a few of them are all magical and sparkly.</p><p></p><p>For example: Blistering Flourish, Burning Blade, Burning Brand, Death Mark, Distracting Ember, Dragon's Flame, Fan the Flames, Fiery Assault, Fire Riposte, Firesnake, Flame's Blessing, Hatchling's Flame, Holocaust Cloak, Inferno Blade, Inferno Blast, Leaping Flame, Lingering Inferno, Ring of Fire, Rising Phoenix, Salamander Charge, Searing Blade, Searing Charge, Wyrm's Flame, Aura of Triumph, Aura of Tyranny, Castigating Strike, Crusader's Strike, Greater Divine Surge, Doom Charge, Immortal Fortitude, Law Bearer, Martial Spirit, Radiant Charge, Rallying Strike, Revitalizing Strike, Strike of Righteous Vitality, Tide of Chaos, Iron Heart Endurance, Iron Heart Surge, Ballista Throw, Soaring Throw, Balance on the Sky, Child of Shadow, Clinging Shadow Strike, Cloak of Deception, Dance of the Spider, Enervating Shadow Strike, Five Shadow Creeping Ice Enervation Strike, Ghost Blade, Hand of Death, Obscuring Shadow Veil, One With Shadow, Shadow Blade Technique, Shadow Blink, Shadow Garrote, Shadow Jaunt, Shadow Noose, Shadow Stride, Stalker in the Night, Step of the Dancing Moth, Strength Draining Strike, Adamantine Bones, Earthstrike Quake, Iron Bones, Roots of the Mountain, Stone Bones, Hunter's Sense, Leaping Dragon Stance, and perhaps White Raven Tactics, but only if it is abused.</p><p></p><p>We have healing, elemental damage, resistances, dispels, other abjuration effects, save-or-suck, alignment effects, flight, teleportation, and a host of other magical abilities. Many are even described as Supernatural effects, and therefore would not function in an antimagic field. Strangely, most of them are not Supernatural, even if they let you do things like walk on air or become incorporeal.</p><p></p><p>In addition to this, many of those I left out are described as having obvious magical effects--crackling auras, magic zephyrs, etc. Some of them, like Aura of Perfect Order, are magical mostly because of the way they're described, or (like this example) have descriptors, but I left them off because they could easily be turned into mundane abilities with only a few tweaks. When described as Supernatural, I included them. I also left off a few borderline cases, like Foehammer.</p><p></p><p>Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven were pretty good sources of abilities that don't come across as magical, although abilities like Hearing The Air and Supreme Blade Parry are pushing it a bit. I can also see how someone might flip through the first school, Desert Wind, which is designed to produce fire-breathing gishes, and come away from the book with the idea that it's designed to make magical fighters.</p><p></p><p>Also, they use the same format that spells and powers use, with entries for level, range, effect, etc.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3712701, member: 18549"] Actually, quite a few of them are all magical and sparkly. For example: Blistering Flourish, Burning Blade, Burning Brand, Death Mark, Distracting Ember, Dragon's Flame, Fan the Flames, Fiery Assault, Fire Riposte, Firesnake, Flame's Blessing, Hatchling's Flame, Holocaust Cloak, Inferno Blade, Inferno Blast, Leaping Flame, Lingering Inferno, Ring of Fire, Rising Phoenix, Salamander Charge, Searing Blade, Searing Charge, Wyrm's Flame, Aura of Triumph, Aura of Tyranny, Castigating Strike, Crusader's Strike, Greater Divine Surge, Doom Charge, Immortal Fortitude, Law Bearer, Martial Spirit, Radiant Charge, Rallying Strike, Revitalizing Strike, Strike of Righteous Vitality, Tide of Chaos, Iron Heart Endurance, Iron Heart Surge, Ballista Throw, Soaring Throw, Balance on the Sky, Child of Shadow, Clinging Shadow Strike, Cloak of Deception, Dance of the Spider, Enervating Shadow Strike, Five Shadow Creeping Ice Enervation Strike, Ghost Blade, Hand of Death, Obscuring Shadow Veil, One With Shadow, Shadow Blade Technique, Shadow Blink, Shadow Garrote, Shadow Jaunt, Shadow Noose, Shadow Stride, Stalker in the Night, Step of the Dancing Moth, Strength Draining Strike, Adamantine Bones, Earthstrike Quake, Iron Bones, Roots of the Mountain, Stone Bones, Hunter's Sense, Leaping Dragon Stance, and perhaps White Raven Tactics, but only if it is abused. We have healing, elemental damage, resistances, dispels, other abjuration effects, save-or-suck, alignment effects, flight, teleportation, and a host of other magical abilities. Many are even described as Supernatural effects, and therefore would not function in an antimagic field. Strangely, most of them are not Supernatural, even if they let you do things like walk on air or become incorporeal. In addition to this, many of those I left out are described as having obvious magical effects--crackling auras, magic zephyrs, etc. Some of them, like Aura of Perfect Order, are magical mostly because of the way they're described, or (like this example) have descriptors, but I left them off because they could easily be turned into mundane abilities with only a few tweaks. When described as Supernatural, I included them. I also left off a few borderline cases, like Foehammer. Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven were pretty good sources of abilities that don't come across as magical, although abilities like Hearing The Air and Supreme Blade Parry are pushing it a bit. I can also see how someone might flip through the first school, Desert Wind, which is designed to produce fire-breathing gishes, and come away from the book with the idea that it's designed to make magical fighters. Also, they use the same format that spells and powers use, with entries for level, range, effect, etc. [/QUOTE]
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