Unless otherwise noted, every Cosmic Mind maneuver is supernatural maneuver that can affect incorporeal and ethereal oponents.
Spells channeled trough Cosmic Mind don't cause attacks of opportunity and count as Su abilities, altough you must still pay any Exp and Gold costs.
The DC of a spell channeled trough Cosmic Mind is replaced by the DC of the maneuver.
You can choose for any elemental damage dealt by the spell to become untyped "light" damage, much like a Searing Light spell.
Cosmic Mind cannot be combined with any kind of metamagic.
If a channeled spell consists of multiple projectiles, like Magic Missile or Scorching Ray, any Cosmic Mind maneuver bonus only apply to the first projectile.
If a channeled spell demanded attack rolls and is made to affect an area, you roll once and compare against each target inside.
Love-Colored magic stances can be used to funnel Cosmic Mind maneuvers.
1st levelWhen you think of omens, usually bad omens come to mind,
but this one actually isn't that bad. Magic "Omen in Purple Mist" Cosmic Mind (Strike)
Level: Ordinary Magician 1
Initiation Action: Standard action
Range: See text
Duration: See text
Target: Creatures inside area.
Save: 11+Int mod
A magic from ancient times.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. It affects every enemy inside a radius of 10 feet per IL instead of its normal range. You gain a bonus on any attack rolls and DCs equal to ¼ your ranks in Spellcraft.
If the spell you casted allowed a save, and at least one creature failed against it, you leave behind a purple mist that fills the area affected and lasts until you initiate this maneuver again. Creatures that failed their save against the spell have their vision impaired as if it was fog, but everybody else can see through it. Your enemies inside the purple mist take a -1 profane penalty on all 1d20 rolls, while you and your allies inside the purple mist gain a +1 profane bonus to all 1d20 rolls.
Magic "Mystic Fragrance of a Makai Butterfly" Cosmic Mind (Boost)
Level: Ordinary Magician 1
Initiation Action: Swift Action
Range: You
Target: Personal
Duration: 1 round
Save: 11+Int mod
What does a Makai Butterfly smell like, anyways?
As part of this maneuver cast a damage-dealing spell with a casting time of a standard action or less. You gain a flight speed equal to twice the damage you would deal for 1 round with perfect maneuverability and creatures wishing to attack you must succeed on a Will save or be forced to do another action. You also remove and become immune to Fatigue, Exhaustion, Nausea, Sickened and gain a +1 profane bonus to all your CL and IL for the duration, that increases by an extra +1 for each 6 ranks you have in Spellcraft.
O, the world of dharma is filled with light.
Are you the one who liberated this world? Great Magic "Devil's Recitation" Cosmic Mind (Stance)
Level: Ordinary Magician 1
Initiation Action: Swift action
Target: you.
Duration: Stance
DC: 11+Int mod.
Destruction on a massive scale.
When you prepare/recover spells, for every 4 ranks you have in Spellcraft you can choose to bond this stance to a single spell you prepare that deals HP damage, up to 1 level lower than the max spell level you can prepare, plus one extra spell under such conditions. The spell must directly deal damage on its own, without being affected by any feats or class abilities. It cannot be affected by any metamagic either.
When you enter this stance a colored flower made of energy appears, plus another for each 5 IL you have, with a black core.
Each such flower is the same size category as you, filling physical space as normal, has HP equal to 1/5 your own and AC equal to 10+size mod+your Int mod, and saves as you do.
They're immune to anything but HP damage. If reduced to 0 HP they cease to exist until you enter this stance again.
If they're called to make any defensive ability checks, they use your Int mod (and CL for Bab and HD if needed). If they're called to make defensive skill checks, you can use your Spellcraft skill.
They have flight speed with perfect maneuverability at your highest speed, and you can control their position as a free action.
As a free action 1/round, all of those flowers can simultaneously use one of spells bonded to this stance to as if you had casted it yourself, using the DC of this stance. The spell must be the same for all flowers They must each pick different targets/areas, and you pay the stance's forbidden cost.
In addition as swift action you can start charging the flower's cores. Pick another of the bonded spells and targets/areas as needed from each of the flowers. If you do so, the cores start glowing dangerously, and everybody becomes aware of who and where they're targeting. At the start of your next turn the spell is unleashed on the targets You pay forbidden cost equal to the level of bonded spell used this way. The flowers can still use the free action option on the same round, with a different spell, but must pick different targets/areas.
Instead of charging a spell or casting as a free action, the flower can provide one of the spells bonded for this stance to activate Love-Colored Magic or Cosmic Mind maneuver. That spell must be a different one than any the other flowers use on the same round or are charging.
If the spells had a duration other than instantaneous, change it to 1 round. Its save DC becomes the same as this Stance, unless channeled trough a higher-level maneuver.
The sealed Stance "Yugyou Hijiri" is learned automatically when you learn Great Magic "Devil's Recitation" and you can only enter it when you could use Sealed maneuvers.
Tonight again,
I gotta go 100 kilometers! 1st levelSilver Skyway Cosmic Mind (Boost)
Level: Ordinary Magician 1
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
Save: 11+Int mod
When you initiate this boost you summon a stylish motorcycle that you instantly start riding, moving 120 feet. You can even move through the air and stay afloat until this boost ends. You can move over other creatures, performing one unarmed strike as a free action against them when you pass over their square. You still provoke Aoos as normal.
The motorcycle's movement must be in a straight line. You cannot move by other means while this Boost lasts, but you can take your normal actions at any point during this movement. If you move into a solid surface then you drop to the ground prone and this Boost ends. For each 4 ranks in Spellcraft you have you can make a 45º turn at any point during the bike's movement.
At the start of your turn you can extend this Boost's duration by another round as a free action by paying the forbidden cost again.
The monk's stories are boring.
If there aren't any pew pews and booms then the story's not interesting.
Aaah, is someone killed yet? The culprit? "Yugyou Hijiri" Cosmic Mind (Stance)
Level: Ordinary Magician 1
Initiation Action: Swift Action
Range: You
Target: Personal
Duration: Stance
Save: 11+Int mod
I got total coverage of the monk's pilgrimage.
I made the parts when she was human and when she was sealed in Makai easy
to understand. I can fool humans and youkai alike with this, right?
This stance is bonded to the same spells as your Great Magic "Devil's Recitation" .
While on this stance you gain a bonus on unarmed strike attack rolls equal to yor IL, can make an extra number of Aoos per round equal to your Int mod and whenever you hit an opponent with an unarmed strike you may cast one of the spells bonded to this stance on the target as a free action. You may convert the spell's damage to the same type of damage as your unarmed strike. You can still cast the spells bonded to this stance as part of Love-Colored Magic maneuvers, but cannot cast them normally. You can't cast each spell bonded to this stance more than 1/round.
2nd levelLight Magic "Star Maelstrom"Cosmic Mind (Strike)
Level: Ordinary Magician 2
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 12+Int mod
For being so deep underground, Hell sure is windy.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. You replicate a Gust of Wind effect affecting a cone with up to 20 IL per IL and forcing Reflex saves instead of Fort saves. Any inside that cone is affected by the spell you cast as part of the maneuver as well. You may originate the cone at any point within 10 feet per Spellcraft rank you have, and you're immune to its effects yourself.
Amagimi Byakuren Hijiri now grants you her Air Scroll to defend you. Amagimi Hijiri's Air Scroll Cosmic Mind (Counter)
Level: Ordinary Magician 2
Initiation Action: Immediate action
Range: See text
Duration: See text
Target: See text
Save: 12+Int mod
The nun's brother Myouren is a saint. Hijiri is the fallen nun.
You may initiate this Counter whenever you would be attacked. As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. Then move up to 10 feet per Spellcraft rank, leaving behind a glowing white line that lasts for 1 round (you can only move through empty spaces). Anyone crossing or touching that line is affected by the spell you casted as part of this maneuver. After the duration ends, the line explodes, affecting everybody within adjacent squares with the spell.
Dueling is also instruction! 2nd levelHanuman's Dance Cosmic Mind (Strike)
Level: Ordinary Magician 2
Initiation Action: Standard action
Range: See text
Duration: See text
Target: See text
After strengthening her body with a chant, she performs a slash with a forward step.
You must be wielding your god's holy symbol to initiate this Strike. It projects a blade of light with reach 5 feet per 3 ranks you have in spellcraft, strikes as a touch attack dealing 1d12 base damage and counts as magic and your alignment if benefical, then make one attack with it. The blade persists for 1 round after this attack is made, adds your Int mod to damage rolls, and while it lasts you also gain a Profane bonus to hardness and Fort saves equal to 2+1/3 IL (if you didn't have any hardness you count as having hardness 0 base). Whenever you hit a target with this blade you can make one unarmed strike against the same target as a free action. At IL 6, 12 and 18 you can perform one extra attack with the blade of light, taking a -5/-10/-15 penalty on the attack rolls as per iterative attacks.
You can initiate this Strike as a Fullround action in which case you can perform a normal full attack with the blade of light along an extra unarmed strike per blade of light hit but no extra attacks with the blade of light for high IL.
Virupaksa's EyesCosmic Mind (Counter)
Level: Ordinary Magician 2
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
Save: 12+Int mod
Overwhelms any nearby enemy with fighting spirit.
In addition to nullifying projectile strikes, it erases any wide-range enemy danmaku as well.
You may initiate this counter when you're attacked. If it's a melee attack, the attacker must make a Will save or become Frightened for 1 round, stopping the attack. Even if they save they become Shaken for 1 round. If you have 13 or more ranks in Spellcraft even enemies immune may be affected but they gain a +5 bonus on their save. If it's an area effect or ranged attack, it is completely nullified (and ended if it had a duration).
3rd levelSyncretism "Manifestation of Mahavairocana" Cosmic Mind (Strike)
Level: Ordinary Magician 2
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
Save: 13+Int mod
Huh. This is that 'manifestation theory', isn't it? So this is why
I saw that cosplay with Amaterasu dressed up as Mahavairocana?
I don't know much about Buddhist temples, so that really helps me out.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. You produce a Daylight effect centered on yourself with radius 5 feet per two ranks you have in Spellcraft. At the start of your next turn on the next round the light explodes and everybody inside the radius besides you is affected by the spell you casted.
Either way from the moment you initiate this boost you can count yourself as Neutral Good, Chaotic Good or Lawful Good whenever it would be beneficial for you (chosen when this maneuver is initiated), plus any vision-based divinations such as True Seeing, See Invisible, Scry and Prying Eyes as well as devices such as mangifying glasses, mirrors and cameras fail to see you. Those benefits last until you dismiss them as an Immediate action or unready this maneuver, whatever happens first, but each hour you keep them up your Forbidden Price increases by 2.
I, like, don't really get it, but it's totally bright!
This divinity is on the same wavelength as the sun.
So basically, it means all my photos are backlit. This god is my enemy!
Having to move in and out of every circle, this attack forces you to be aggressive. Flying Bowl “Flying Fantastica”Cosmic Mind (Strike)
Level: Ordinary Magician 3
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 13+Int mod
Usually it's orbs of death flying through the sky, but this time they're circles.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. You produce a cylinder with a radius of 30 feet and 60 feet high anywhere within 10 mu per rank in Spellcraft you have. Anybody that tries to cross the cylinder is affected by the spell you casted. If they end their turn inside the cylinder they are automatically hit and/or fails any saves and checks as appropriate. At 10, 15 and 20 Spellcraft ranks you can produce another such cylinder as part of the same maneuver. They last 1 round but you can keep concentration to keep them going as a standard action each round, each time moving each up to 30 feet, however if you're damaged you risk losing them as if you were concentrating on a normal spell.
3rd levelIndra's ThunderCosmic Mind (Strike)
Level: Ordinary Magician 3
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 13+Int mod
She throws Buddhist rosaries enchanted with magic power, and causes lightning.
The rosaries fly as if drawn to the opponent and unerringly capture them.
As part of initiating this maneuver you must be holding a Holy Symbol which you throw at a target within 100 feet. They must make a Reflex save or be struck by the holy symbol, counting as if hit by one unarmed strike from you plus taking 3d12 electricity damage. In addition you can initiate a Grapple on them as a free action without provoking attacks of opportunity at range by wrapping your holy symbol around them. You can use your ranks in Spellcraft instead of Bab and Int mod instead of Str for this grapple checks, and you don't count as grappled yourself. Grappled targets by this remain so until you release them or they somehow break free.
If you have IL 10 you can affect two targets instead.
If you have IL 15 you can affect any number of targets within 100 feet instead. Your Holy Symbol miraclously multiplies for the duration.
Naturally anyone would start longing for a battle on the capital highway
while riding on this bike. I have no clue where it is, though. Race Through the Sky at 100 Kilometers per hourCosmic Mind (Boost)
Level: Ordinary Magician 3
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See textod
This Boost works as Silver Skyway except that you move 545 feet.
If you were already under the effect of Silver Skyway when you use this, end it and this boost lasts 1 hour or until you initiate another boost, whatever happens first.
4th levelLunatic Magic “Magic Butterfly”Cosmic Mind (Counter)
Level: Ordinary Magician 4
Initiation Action: Immediate action
Range: See text
Duration: See text
Target: See text
Save: 14+Int mod
Is it okay for a Buddhist to be a magician?
You may initiate this counter when you would be damaged or suffer an ill effect from somebody else. As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. The one who triggered this Counter suffers the effects, and you gain a +1d12 bonus to CL and IL on this spell and for 1 round for purposes of affecting said opponent. You also ignore any ill effects from the attack that triggered this for 1 round (even death/destruction and/or negative HP), although you suffer them when the duration is over.
I guess it is.
Maybe this is the first step towards enlightenment? Good Omen “Cloudy Way in Purple”Cosmic Mind (Strike)
Level: Ordinary Magician 4
Initiation Action: Standard action
Range: See text
Duration: See text
Target: See text
Save: 14+Int mod
For a Buddhist, Byakuren sure seems to be clouding your view a lot.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. It affects every enemy inside a line 5 feet wide and with length up to 20 feet per IL instead of its normal range. You gain a bonus on any attack rolls and DCs equal to 1/5 your ranks in Spellcraft.
If the spell you casted allowed a save, and at least one creature failed against it, you leave behind a purple mist that fills the area affected and lasts until you initiate this maneuver again, also growing wider 10 feet per round. Creatures that failed their save against the spell have their vision impaired as if it was fog, but everybody else can see through it. Your enemies inside the purple mist take a -2 profane penalty on all 1d20 rolls, while you and your allies inside the purple mist gain a +2 profane bonus to all 1d20 rolls.
4th levelA valuable long-range projectile that pierces the opponent.
It's a must against opponents who keep their distance,
since its speed and canceling power keep them off guard.
Virudhaka's SwordCosmic Mind (Strike)
Level: Ordinary Magician 4
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 14+Int mod
She throws the single-pronged vajra with all her might, as if it's a huge lance.
As part of initiating this maneuver you must be holding a light one-handed weapon. Make a ranged thrown attack affecting a line with up to 40 feet per rank you have in Spellcraft. Roll once and compare against the AC of each enemy inside the range. You may use your unarmed strike attack bonus instead of your thrown attack bonus. Each hit deals weapon damage plus your opponent counts as if struck by your unarmed strike, both counting as two size categories larger and any struck targets must also make a Will save or become Frightened for 1 round, Shaken for 1 round if they save. Either way the weapon returns to your hand after this maneuver is finished.
Skanda's LegsCosmic Mind (Counter)
Level: Ordinary Magician 4
Initiation Action: Immediate action
Range: See text
Duration: See text
Target: See text
Save: 14+Int mod
Focusing her physical power on a single point, she increases her movement speed,
instantly closes in on the opponent and strikes them with multiple blows.
You may initiate this Counter when an enemy within 50 feet per rank you have in Spellcraft attacks one of your allies or you. You instantly move adjacent to them and perform one melee attack per 3 IL you have, taking a -1 penalty on the attack rolls per 10 feet you moved. Halve this penalty if you only use unarmed strikes. The opponent must also make a Fort save or be affected by a 1 round Irresistible Dance. This doesn't affect their original attack however (if you would be killed/disabled by the attack that triggered this, you still get to make your full attack).
With its incredible speed, the impact of the strikes gets delayed
such that the opponent is made to dance behind Hijiri.
5th levelPestle Sign "Vajrapani's Incantation" Cosmic Mind (Strike)
Level: Ordinary Magician 4
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 15+Int mod
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. You replicate a Telekinesis (Violent Thrust only) effect with CL=IL and gaining a bonus on the attack rolls equal to 1/6 your ranks in Spellcraft. Any enemies hit are affected by the spell you casted, and you count as hitting any attack rolls as long as you hit the projectile, however no single enemy may be affected by the spell you casted more than once regardless of how many objects you hit them with.
Sensing a momentary gap in her opponent's attack,
and performs a counter against it with a blow of magic power.
If there's a gap that opens up from their intention to attack,
it won't be overlooked even if it's projectile or melee. Heaven Sign "Brilliance of Mahavairocana" Cosmic Mind (Boost)
Level: Ordinary Magician 5
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
Save: 15+Int mod
She focuses her concentration to the limit, and compresses her magic power at the same time.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. For 1 round whenever an opponent within 30 feet per rank in Spellcraft you have makes an attack (as per the Invisibility spell), they're affected by the spell you casted as part of this maneuver. No single enemy may trigger this more than once per round.
Oh!
Could you not sneak up behind me? 5th levelSupersonic Speed “Old Lady's Sprint”Cosmic Mind (Strike)
Level: Ordinary Magician 5
Initiation Action: Standard action
Range: See text
Duration: See text
Target: See text
You move up to 1125 feet without provoking attacks of opportunity and can make up to one unarmed strike per rank you have in spellcraft during this movement, but no enemy may be targered by more than one of those attacks. Add your Int mod as a Profane bonus to Fort and Reflex saves plus AC for 1 round.
Durga's Soul Cosmic Mind (Boost)
Level: Ordinary Magician 5
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
For 1 round up you gain one protective glowing bubble around you per 6 ranks you have in Spellcraft. Those bubbles are expended when you're attacked, fully nullifying the attack, and they're discharged even if you normally would be able to resist on your own. At the start of your next turn you can instantly move adjacent to anyone who discharged your bubbles and make one Unarmed Strike against them, gaining a profane bonus on the attack roll and damage roll equal to your Int mod per bubble they discharged.
Well, if Nirvana is hidden in the mist, then I guess it's okay.
6th levelLunatic Good Omen "Nirvana's Cloudy Way in Purple"Cosmic Mind (Counter)
Level: Ordinary Magician 6
Initiation Action: Immediate action
Range: See text
Duration: See text
Target: See text
Save: 16+Int mod
For a Buddhist, Byakuren sure seems to keep clouding your view a lot.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. You may initiate this Counter when an opponent within 40 feet per rank you have in spellcraft attempts to use a non-attack action (as per the Invisibility spell). The action fails and they as well as anybody else that would benefit from the action are affected by the spell you casted. In addition purple fogs with a radius of up to 5 feet per IL centered on the affected creatures are created, lasting until you use this Counter again. Anyone dying while inside this fog is sent to their dream paradise and refuses any ways of returning to life unless a Wish and Miracle are combined.
Light Magic "Magic Milky Way"Cosmic Mind (Strike)
Level: Ordinary Magician 6
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 16+Int mod
So now it's light instead of wind?
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. It appears as a torrent of curving lasers and spheres in complex patterns, affecting everybody in a cone with up to 15 feet per IL and you can re-roll any 1d20s and 1d100s involved and take your choice while your targets must re-roll any 1d20s and 1d100s involved and take the worst.
Oh wait, maybe it was never wind to begin with.
6th levelGaruda TalonsCosmic Mind (Strike)
Level: Ordinary Magician 6
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 16+Int mod
After putting some vertical distance between them, she charges at the opponent
with a strong diagonal kick.
You can only perform this strike against an opponent above or below you that you can see. You instantly move adjacent to that opponent without provoking attacks of opportunity and ignoring all obstacles in your path then perform two unarmed strikes against them. If both hit, you deal an extra 3d12 slashing damage per 7 ranks you have in spellcraft and the enemy must make a Fort save or die. This attack ignores any and all regeneration.
Hijiri's fierce speed is combined with the vertical distance,
augmenting the abnormal movement even further.
This monk is really good!
You can't see it in the pictures, but to prepare a doctrine holding down
my power...looks like she has lots of hidden magical powers! Star Sword Apologetics Cosmic Mind (Boost)
Level: Ordinary Magician 6
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
Oh my, it seems my camera is ineffective!
Even though she used to be a human, she's quite good. Looks like I can't let my guard down.
Now I can say this is studying! So exciting.
You must be wielding your god's holy symbol to initiate this Boost. It projects a blade of light with reach 20 feet per 7 ranks you have in spellcraft, strikes as a touch attack dealing 3d12 base damage, adds your Int mod and unarmed strike damage to damage rolls, channels any unarmed strike abilities you have and counts as magic and your alignment if benefical. The blade persists for 1 round. At the start of each round you can extend this Boost's duration by 1 round by increasing your Forbidden Price by 1.
For the duration whenever somebody attacks you, a new Star Sword appears floating adjacent to them and makes one attack against them. The star sword remains in place, blocking line of sight and effect in the 5-feet cube they stand on against everybody but you and make one attack at the start of your turn while the Boost lasts. All those attacks work as if you were wielding it. They can also make Aoos, but draw from your Aoo limit.
7th levelHeaven Sign "Five-Element Mountain of Shakyamuni"Cosmic Mind (Strike)
Level: Ordinary Magician 7
Initiation Action: Standard action
Range: See text
Duration: See text
Target: See text
Save: 17+Int mod
Hijiri's faith changes into the hand of the Buddha,
and flattens the enemy to the ground with a single welcome strike.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. It affects a single enemy within 50 feet per IL and deals an extra 1d12 Fire damage, 1d12 Acid damage, 1d12 Electricity damage, 1d12 Cold damage and 1d12 Force damage. The target is also automatically tripped and you may attempt a Grapple check against them as a free action, counting yourself as Colossal and gaining an extra bonus on the opposed checks equal to your ranks in Spellcraft and Int mod, ignoring Freedom of Movement effects and inflicting a Dimensional Anchor effect. If you succeed at the grapple then the energy solidifies into 5 colossal pillars of stone with the same bonus that keep grappling and pinning the target using your stats (all five pillars count as one grappler), gaining a cumulative +5 bonus on the grapple checks for each consecutive round until either they break free or you use this again, whatever happens first, No immediate or Free actions may be taken against this maneuver.
Her faith is more powerful and authoritative than anything,
boasting a scale that even Unzan can't compare to.
One who is everything and inside everything
Dreams the universe into reality
Binding Laws of HariCosmic Mind (Boost)
Level: Ordinary Magician 7
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
Save: 17+Int mod
The Fourth Monster Appears
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. You summon within 5 feet per IL an ethereal huge-sized creature with HP equal to the damage your spell would deal, uses your spellcraft bonus for attack/saves/opposed checks, can instantly move anywhere you know off as a move action and has a single attack option, as a standard action replicate the spell that originated it as if you casted it. They only start acting on the next round and then attack anyone you perceive as an enemy, or anyone with an alignment different of yours if no enemies are present. You can keep multiple such beings simultaneously by initiating this maneuver multiple times, although you can't control them besides declaring somebody as an enemy. As an immediate action you may dismiss one of them and instantly teleport to their position.
7th levelSuperhuman “Garuda's Wings”Cosmic Mind (Strike)
Level: Ordinary Magician 7
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 17+Int mod
When a Garuda's wings flap, they create hurricane-like winds that darken the sky and blow down houses, it dries up the waters of the sea so that it can gobble up all the exposed dragons.
With another flap of its wings, it can level the mountains by moving them into the ocean.
Make two unarmed strikes. They affect everybody in a cone with up to 30 feet per rank in spellcraft. Anything in the area of your choice must make a Fort save or be pushed back as far away from you as the range of the cone. You may choose to make the unarmed strikes after pushing other things out of the way. You may double the range of the cone by increasing your Forbidden price by 1, multiple doublings are possible for each extra Forbidden Price increase, up to your IL.
You're bound by far too many worldly thoughts. Highway Turbo Air TurnCosmic Mind (Counter)
Level: Ordinary Magician 7
Initiation Action: Immediate action
Range: See text
Duration: See text
Target: See text
You may use this Counter when you would be attacked or would move into an obstacle. You move up to 100 feet per IL in a straight line. At any point of this movement you may make one unarmed strike. If you hit the one that was trying to attack you or end out of range of the attack, it is canceled.
8th levelAngirasa VedaCosmic Mind (Strike)
Level: Ordinary Magician 8
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 18+Int mod
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. It works as normal, but you also replicate any cleric or wizard spell of one level lower that does not deal HP damage and takes a standard action to cast as part of this maneuver, using your Int mod for DC and spellcraft ranks for CL. You must provide any exp/material components for the spell as normal.
I see, then, as someone who's given up on humans...
I suppose you would see me no different than a monster. Eyes of BrahmaCosmic Mind (Counter)
Level: Ordinary Magician 8
Initiation Action: Immediate action
Range: See text
Duration: See text
Target: See text
Save: 18+Int mod
Round and Round and Round
You may initiate this Counter when you're attacked, automatically nullifying its effects upon you and then replicating Flying Bowl “Flying Fantastica” with unlimited range, except all the circles must be positioned in a way the one that attacked you is inside all of them.
8th levelHeaven Sign "Master of the Great Trichiliocosm" Cosmic Mind (Strike)
Level: Ordinary Magician 8
Initiation Action: Standard action
Range: See text
Duration: See text
Target: See text
Save: 18+Int mod
She throws a single-pronged vajra to stop the opponent from moving, closes in,
and beats them up with multiple blows at full strength.
You must be holding a light one-handed weapon to use this Strike. Make a thrown attack with it with a range increment of 5 feet per rank in Spellcraft you have and ignores all bonus to AC besides Dex and Dodge, pierces through any other obstaces. You can use your Unarmed Strike attack bonus on the attack roll. No immediate or free actions may be taken against this Strike.
If you hit it deals damage as normal and you can instantly move adjacent to your enemy and perform a full attack of unarmed strikes where every one hits automatically. At the end your opponent must make a Fort save or be utterly erased from existence unless a Miracle and Wish are combined.
You need more experience before you can defeat me,
but you're not there yet. Turbo Granny Rides for Her Life Cosmic Mind (Boost)
Level: Ordinary Magician 8
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
Save: 18+Int mod
Deeply in love with one another.
This Boost works as Silver Skyway except that you move 1 mile, and you leave a trail of light behind for the duration. Anyone passing through that trail of light counts as if hit by an unarmed strike from you.
If you were already under the effects of Silver Skyway, you may replicate a teleport effect on yourself and anyone touching you with limitless range at any point during this movement.
If you were already under the effects of Race Through the Sky at 100 Kilometers per hour, you may replicate a Plane Shift effect on yourself and anyone touching you at any point during this movement.
If you were under the boosted effect of Race Through the Sky at 100 Kilometers per hour used while already under Silver Skyway, then you may replicate both the teleport and planeshift, in whichever order you wish at any point during this movement.
9th levelYou probably aren't having as much down there, though. Superhuman "Byakuren Hijiri"Cosmic Mind (Stance)
Level: Ordinary Magician 9
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
Save: 19+Int mod
She sure looks like she's having fun, weaving to and fro.
When you prepare/recover spells, for every 16 ranks you have in Spellcraft you can choose to bond this stance to a single spell you prepare that deals HP damage, up to 1 level lower than the max spell level you can prepare. The spell must directly deal damage on its own, without being affected by any feats or class abilities. It cannot be affected by any metamagic either.
Until you prepare/recover spells again, you can cast that spell whitout expending a spell slot, including for Love-Coloured Magic/Cosmic Mind maneuvers, as long as you're in this Stance.
If it had a duration other than instantaneous, change it to 1 round. Its save DC becomes the same as this Stance, unless channeled trough a higher-level maneuver.
While on this stance you benefit from a Deathward, Freedom of Movement, True Seeing and Mindblank effects, become immune to Acid, Fire, Electricity, Cold and non-magic weapons, can fly with perfect maneuverability at ten times your base speed, and whenever you cast a spell that deals HP damage (including ones cast with Love-Coloured Magic/Cosmic Mind), instead of its regular targets, you move up to 100 feet per IL ignoring any obstacles, leaving a glowing line 5 feet wide. Anyone and anything in that line is affected by the spell. The line persists for 1 round, affecting anyone that passes through it with the spell, then then explodes, affecting everybody within 30 feet as well. Either way the lines left by this stance cannot affect a single creature more than 1/round. Each minute you spend on this stance your Forbidden Price increases by 1.
Actually, this sounds like someone else's attack too, doesn't it? Maybe not. Flying Bowl "Legendary Flying Saucer" Cosmic Mind (Strike)
Level: Ordinary Magician 9
Initiation Action: Fullround action
Range: See text
Duration: See text
Target: See text
Save: 19+Int mod
It's legendary, but it still has a lot less than 100 floors.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. You animate any unatended object up to colossal size within 100 feet per IL, granting it a flight speed with clumsy maneuverability equal to half your base speed. It counts as having a Str score equal to your Int score, Natural Armor equal to twice your IL and HP equal to ten times the damage your spell would deal. You can change its color(s) and minor cosmetic changes and the interior becomes a series of rooms and corridors that offer comfortable living conditions to any who can fit inside. As soon as this proccess is complete you may have the Legendary Flying Saucer unleash a barrage of magic shots that affect all in a line 30 feet wide and 1 mile per rank in Spellcraft long, dealing damage as the spell you casted. The object remains animated until you initiate this maneuver again, and you can have it fire again 1/round (including the first) as a free action by increasing your Forbidden Price by 1. You can assign another person as the captain of the ship in which case it moves at their command, but only you can unleash the barrage.
9th levelI have claimed the title of the fastest! Superhuman "Hot Pursuit! Buddhist Rider" Cosmic Mind (Boost)
Level: Ordinary Magician 9
Initiation Action: Swift action
Range: See text
Duration: See text
Target: See text
When you perform this strike you move adjacent to anyone you've ever seen or heard about regardless of distance or obstacles, then perform one unarmed strike per 4 ranks you have in Spellcraft. Add your Int mod to your crit threat for those attacks.
If you were under the effects of Silver Skyway, those unarmed strikes ignore miss/block chances.
If you were under the effects of Race Through the Sky at 100 Kilometers, those unarmed strikes count as touch attacks and ignore all DR and hardness.
If you were under the effects of Turbo Granny Rides for Her life, no immediate or free actions may be taken against this Strike and the unarmed strikes don't automatically miss on a natural 1.
If you were under a combined Cosmic Mind sealed maneuver effect, you count as benefiting from all of the respective ones. So for example if you were under the effect of Turbo Granny Rides for Her Life while under the effect of Race Through the Sky at 100 Kilometers used while under the effect of Silver Skyway, you would gain all 3 extra benefits.