First the ability progression in order from 1-20:
(Su) Not the Brightest Bulb
(Su) Slower is Faster
(Su) From Tick to Dragon
(Su) Minimized Magic
(Su) Flexible Retraining
(Su) Practice Makes Perfect
(Ex) Mana Burn
(Su) Greater Spellcaster's Bane
(Su) Shields as they should be
(Su) Resist Time
(Su) Armor as it should be
(Ex) Magical Antithesis
(Su) Dismiss Magic
(Su) Magical Affiliation Negation
(Su) Above Magic
(Su) Magically Inconsiderable
(Su) Sacrificial Healing Pool
(Su) One with the Void
(Su) Deny Magic
(Su) Magic ConqueredThen the descriptions:
Only through pain can you hone your abilities. For each full 2.5% below full HP your current total is, you may use one of the following abilities. You may chose which abilities you may use if your high is too high to benefit from all your abilities.
At 1st level you count any mental score as having a modifier of three if it is actually lower than that. This applies to skill points, even for first level.
At 2nd level once an encounter as a free action after your turn, you may set your initiative to the initiative of the enemy caster/manifester/etc with the highest initiative minus your initiative modifier.
If your initiative modifier is less than zero, then your new initiative will be higher than the caster with the highest initiative.
At 3rd level any time you gain a size change, you may retain any differences from your old size favorable to you. For instance after growing from medium to large, you could squeeze as if you were a medium creature.
If you have the powerful trait and are Colossal, you may treat Colossal+ as a full size category, giving you the expected Changes to Statistics by Size.
At 4th level magical effects are minimized whenever effecting you, as if any associated dice rolls yielded the smallest number. You may choose to forgo this ability purposely as a free action.
At 5th level chose a mental stat and a physical stat. Any abilities that to use that mental stat instead use a new physical stat instead.
At 6th level Chose up to five skills you can use. You may use a single physical stat instead of their normally associated stat.
At 7th level all physical attacks remove one slot (as if cast) of each level (81pp for manifestors with 9th level powers) and deals an extra 10 damage per hit.
Only the latter effect allows SR and DC equal to what the DC would have been for the highest spell slot lost if they attackee had cast it on herself.
At 8th level so long as you maintain full ranks in spellcraft and psicraft, you realize when any spell, power, or similar ability source (including abilities that emulate such effects) within line of sight and line of effect takes effect or is prepared as if you had succeeded on a spellcraft or psicraft check. You become aware of any creatures that activate your Battlemagic Perception. This is not a divination effect and requires only the check. If there are a high number of these at one one time, this ability does not afford you special cognitive functions to combat the assault on your memory. It is far too much for any one ping to be written (which would take a full round action per entry due to the stress) without losing access to further awareness during the rounds spent recording. You can only keep track of the last minute's worth of this awareness, without stopping the ability and forgetting any and every entry you attempted to remember regardless of mental scores or memorization.
At 9th level if you are using a tower shield and have continuously worn it for the last 24 hours, you may use and gain the benefits of any spikes on the shield. You may apply shield spikes to an existing tower shield for 25gp.
If you are size Huge or larger, you may attach to your forearm any shield type, even if said shield is not a buckler. Unlike normal even for a buckler, attaching a shield to your forearm now gives no penalty to hit.
If you are not using an animated shield, you may grant all allies within 100' shield proficiency and a shield bonus equal to any you are equipped to have.
At 10th level, you resist any changes in the time stream of any combats you are involved in. For instance, if any enemy wizard cast time stop, you would be brought into the accelerated time frame to take actions.
At 11th level chose one skill to which your armor will not apply its ACP. Furthermore you gain extra armor abilities under certain conditions:
If you have not removed your armor for the last 24 hours, it counts as being apart of you for magical effects. For example, an enemy would not be able to use armor-damaging abilities on your worn armor.
As long as you are in Heavy armor you are treated as if using the Total Defense Option. Unlike normal for this option, you gain no to hit penalties from it.
As long as you are not helpless or immobilized, you may count its AC and your shield AC for the purpose of avoiding damage to your worn or carried items.
As long as you are in Heavy armor, wearing your physical armor provides an unnamed bonus to AC rather than an armor bonus.
At 12th level all Su, or item abilities for you and your bonded pets (animal companion, special mount, etc) may become unsupressed, at will, when exposed to Antimagics, Null psionics, Dead Magic zones, Wild Magic, Mournelands, etc. You may not alter such abilities as they affect others (discluding your bonded pets). For instance you may use an item on yourself but not an ally that is also in an AMF
At 13th level once per encounter as a free action you may dismiss one spell from an enemy as if it were your own so long as your level is less than or equal to the spell you are dismissing.
At 14th level you gain the ability to, once per round as a free action, deactivate any feat related to casting with no save or SR if you are aware of it. The feat is unusable for one minute.
You know each feat used for spells currently in effect or currently being cast, but only at the time this ability is used. This is not a divination effect.
At 15th level you may add a will save to any interaction with magic or its effects that do not allow a save similar to Divine Denial, except this works for any magic rather than just targeted divine spells.
At 16th level spells such as contingency or other logic-based, magical triggering effects cease to work in relation to you or your actions (Magical answers are given without considering your existence even through self-reference). You may chose to allow any you are aware of to function if you wish.
At 17th level 1/day you may subtract up to ½ your current hit points to place them in a delayed healing pool. You may as a free action later remove some or all of it to heal yourself or an ally within 100' times your level.
Unused healing in your delayed healing pool does not disappear from previous deposits, but the amount of healing may never exceed your usual maximum hit points.
For example, level drain could cause the amount of healing in the pool to go down but not rise upon removing the negative level and restoring the pool's maximum.
At 18th level your Greater BattleMagic Perception ability no longer requires line of sight or line of effect. It works at any range and across planes. You know the identity and locations of creatures or items preparing or using the relevant abilities. This is not a divination effect.
At 19th level you may choose as a free action to negate any spell or replicated spell as it is cast or during its duration that you know from the your Greater BattleMagic Perception or Magically Inconsiderable abilities by taking damage equal to spell's level times the caster's primary casting ability modifier plus the Caster Level. The caster is not aware of the spell or replicated spell's negation until it is used. This damage cannot be redirected, lessened, or negated. If reduced to 0 or less hp by this damage, you are dying and cannot reuse this ability again until healed.
Creatures that share spells are considered spell-countered when the original caster is thwarted. For example you may stop a 36 Int Wizard with a CL of 20 from casting a 8th level spell by taking 104 damage
At 20th level whenever you defeat (via lethal or non-lethal damage) a creature on whom you have used your deny magic ability you may attempt to rend the magic from its body. This is is treated like the caster had failed the willsave after successfully disjunctioning an artifact. This ability has no save. A successful magical rend precludes the ability to ever learn cast spells or manifest powers in the future.
Your percentage chance to succeed is the sum of all spell levels the creature possesses for both used and unused spells including open spell slots as well as spell emulating abilities with uses per day.
If you succeed by more than 100%, you may 'store' the remaining % to be added to the next use of this ability only. If it is not used then, it is lost, and the extra cannot be added roll-over to future uses.