Maneuvers explanations:Unless otherwise noticed, Dream Battle maneuvers are Ex abilities. Any maneuver that allows you to throw improvised objects whitout penalties can only be used with objects weighting no more than your light carrying capacity.
1st levelPrayer-ExorcismDream Battle (Strike)
Level: Crusader 1, Swordsage 1
Initiation Action: Standard Action
Range: See text
Duration: Instantaneous
The most basic tecnique of Dream Battle, simple faithful words can drive away lesser enemies.
As part of this maneuver make a basic attack. It deals normal damage, and if the enemy is not an humanoid, or an evil humanoid, they take extra damage equal to your ranks in Sense Motive.
In addition, the damage dealt by this maneuver counts as magic and your alignment for bypassing DR and regeneration. It has always at least 50% chance of affecting incorporeal creatures.
Begone wicked one!Monster Repelling CharmDream Battle (Counter)
Level: Crusader 1, Swordsage 1
Initiation Action: Immediate Action
Range: See text
Target: See text
Duration: 1 round.
A simple sheet of paper with the right scribbled words can lock a monster in place. At least for a moment.
You may initiate this maneuver when another creature would enter a square adjacent to you. If they are non-humanoids or evil humanoids, they're forced to stop 5 feet away from you, and can't move from that position for 1 round.
Ascension KickDream Battle (Strike)
Level: Crusader 1, Swordsage 1
Initiation Action: Fullround action
Range:See text.
Target: 1 enemy
Duration: instantaneous
Save: 11+Wis Mod.
A good shrine maiden doesn't rely only on charms and amulets to fight. Their very bodies make perfectly good exorcism tools if needed.
As part of this maneuver you can move up to 5 feet per rank you have in Sense Motive, ignoring hard terrain and even over the air if you wish.If you end with an enemy whitin your basic reach, you may then deliver a sudden kick that deals 1d6+Str mod+Wis mod damage. It doesn't need an attack roll, but your oponent is allowed a Reflex save to negate the damage.
Dream battle lesson #2: When everything else fails, kick them in the face!Dream SignDream Battle (Boost)
Level: Crusader 1, Swordsage 1
Initiation Action: Swift action
Target: see text
Duration: See text
Distance is but an illusion.
When you initiate this maneuver, until the end of turn your next attack comes from any position whitin 5 feet per rank you have in Sense Motive. This doesn't give you a bigger threatened area. If the attack is a grapple, the enemy is pulled right into your square next turn if you suceed on the next grapple check.
This is a supernatural maneuver.
A Dream Battler reaches directly towards an enemy.
Duplex BarrierDream Battle (Stance)
Level: Crusader 1, Swordsage 1
Initiation Action: Swift action
Target: you.
Duration:stance
Whetever dreaming or awake, one must always pay atention to your surroundings.
While on this stance, you're surrounded by two floating runed circles that help you feel subtle disturbances in your nearby enviroment. You gain +2 to Spot, Listen and Iniative checks, plus another +1 for every 4 ranks you have in Sense Motive while in this stance. In addition the range of your ranged maneuvers is increased by your Wis mod times 5 feet.
Notes: Confirmed during the Eternal Night Incident, theatrical type
Reference Level: ★★★
A Spell Card with a mysterious power that turns space inside-out. I'm jealous.
If I had an area enclosed in that barrier, my magic's range would also widen.
I indirectly asked Reimu about it, but it was pointless. Apparently, a barrier is a boundary line between things, and having two barriers on top of each other is equivalent to a world with no boundaries. If you can find the gaps in space that are hiding just about everywhere, you'll be able to set up a duplex barrier.
In other words, she's bad at explaining things.
2nd levelTreasure Sign-Dancing Yin-Yang OrbsDream Battle (Strike)
Level: Crusader 2, Swordsage 2
Initiation Action: Standard action
Range: 10 feet per IL
Target: one creature.
Duration: instantaneous
Geting near an oponent is rarely easy, so there's no shame on throwing your stuff at them
When initating this maneuver you throw an object on your possesion, dealing damage as if it was an improvised weapon, except you don't take penalties on the attack roll.
The thrown item rebounds of nearby surfaces, allowing you to re-roll a missed attack and returning to your hand.
If your enemy would be killed by the thrown weapon, you may leave them at -9 HP and stablized instead.
You may initiate this maneuver as a fullround action, in which case you may perform as many throws with the above conditions as you would normally get ranged attacks (iteratives, rapid shot, haste, etc).
A Dream Battler throws a glowing jewel at the lack of anything better.Fantasy Seal-spread:
Dream Battle (Strike)
Level: Crusader 2, Swordsage 2
Initiation Action: Standard action
Range: burst up to 5 feet per IL centered on you.
Target: creatures inside burst.
Duration: instantaneous
Save: 12+Wis mod
Your weapon seems to be everywhere at one moment, then it's gone.
You deal Force damage equal to your weapon damage plus your Wis mod to all targets, a Will save negates this damage.
Nonhumanoids and evil humanoids take extra damage equal to your ranks in Sense Motive, and still take half total damage if they suceed on the Will save.
This is a supernatural maneuver.
A dream battle rejoices at the tought of fighting outnumbered.
Instant Dimensional RiftDream Battle (Counter)
Level: Crusader 2, Swordsage 2
Initiation Action: Inmediate action
Range: -
Target:see text.
Duration: see text
Save: 12+Wis mod
When your enemy things they got you, you awake them to the harsh reality.
You may initiate this counter whenever an enemy targets you with an attack, but before knowing if you would be hit or not.
You create an illusionary double of yourself, meaning if your oponent hits your AC, they have a 50% chance of hiting the double instead.
If the attack misses, the double persists 1 round for every 5 ranks you have in Sense Motive.
Either way, if the clone gets hit in melee, it explodes in a small barrage of amulets that deals damage equal to your Wis mod to the one attacking unless they suceed on a Reflex save.
Reimu Hakurei is no defenceless little girl.
Spirit SignDream Battle (Boost)
Level: Crusader 2, Swordsage 2
Initiation Action: Swift action
Range: See text
Target: See text
Duration: instaneous
If you can get one attack trough the borders of reality, why not your whole body?
When you initiate this boost you teleport up to 10 feet in any direction whitout needing line of sight or effect. For every 7 ranks you have in Sense Motive, you may teleport an extra 5 feet.
This is a supernatural maneuver.
A dream battler waves goodbye as it escapes its foes grasps.
3rd levelMonster BusterDream Battle (Strike)
Level: Crusader 3, Swordsage 3
Initiation Action: Standard Action
Range: See text
Target: See text
Duration: instantaneous
Save: 13+Wis mod
You channel your righteous hatred into a single blow.
As part of this maneuver make a basic attack. It deals normal damage and ignores all DR and hardness on the target and counts as a Force effect if it would be benefical.
In addition, if the target is a evil humanoid or non-humanoid,it deals extra damage equal to a sense motive from you. A sucessul Fort save halves this extra damage.
Yes, that's gonna hurt.Boundary-Duplex Damage Bounded FieldDream Battle (Stance)
Level: Crusader 3, Swordsage 3
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Save: 13+Wis mod
Any suspicious ones that aproach you quickly get smitten by a variety of cheap amulets.
While on this stance, space whitin 5 feet per 2 IL from you counts as difficult terrain for those you consider enemies and enemies that get or start their turns inside this space take 1d12 damage unless they suceed on a Reflex save.
If they're an evil humanoid or non-humanoid, they take extra damage equal to your ranks in Sense Motive if they fail the Reflex save.
Enemies can choose to ignore the difficult terrain effect, but in that case they take the damage with no save allowed.
Either way, no enemy can be damaged more than 1/round by this stance.
Notes: Confirmed during the Eternal Night Incident, theatrical type
Blowhard Level: ★★★★
A large-scale version of Duplex Barrier. This time I'm trapped in the inside part of the barrier too.
Honestly, the regular Duplex Barrier is stronger and more scary. This is the kind of thing people mean by 'a tactician getting caught up in his own schemes'.
Fantasy OrbDream Battle (Strike)
Level: Crusader 3, Swordsage 3
Initiation Action: Fullround Action
Range: 50 feet per IL
Target: see text.
Duration: instantaneous
You throw your projectile so fast it glows and seems to divide in multiple ones.
When initiating this maneuver you throw an object on your possesion, dealing damage as if it was an improvised weapon, except you don't take penalties on the attack roll, and you deal extra damage equal to your Wis mod.
You can also make the thrown item "ricochet" against another creature whitin 30 feet, up to one extra target for every 4 ranks you have in Sense Motive. No creature may be hit more than once.
This maneuver ignores any cover and concealment less than total cover and total concealment.
The thrown item rebounds of nearby surfaces, allowing you to re-roll any missed attacks (no more than one re-roll per target) and returning to your hand.
One orb? Six orbs? Good luck dodging it either way.Permanent BorderDream Battle (Boost)
Level: Crusader 3, Swordsage 3
Initiation Action: Swift Action
Range: square adjacent to you
Target: See text
Duration: See text
Save: 13+Wis mod
When you use this boost choose a 5-foot cube of empty space in range. Anyone who enters this cube must suceed on a Will save or be slowed for 1 round, plus another round for every 8 ranks you have in Sense Motive.
Evil Humanoids and non-humanoids take a -2 penalty on their saves against this.
You're warned if anyone activates your Permanent Border. It doesn't affect you, and you may set a "password" to grant safe passage.
The Permanent Border lasts until you create a new one or you unready it.
This is a supernatural maneuver.
4th levelFantasy Seal-FaderDream Battle (Strike)
Level: Crusader 4, Swordsage 4
Initiation Action: Fullround action
Range: 20-feet burst whitin 10 feet per IL
Target: creatures inside burst
Duration: see text
Save: 14+Wis mod
A good exorcism needs to have lasting effects.
This maneuver deals Force damage equal to your weapon damage plus your Wis mod times 1/2 your ranks in Sense Motive. A Will save negates this damage. You need to be proficient in the weapon and able to wield it normally.
Nonhumanoids and evil humanoids take a -4 penalty on their saves and still take half damage even if they suceed.
Unless you unready or use this maneuver again, it keeps repeating itself over the same area at the start of each turn, but dealing one less multiplier of damage.
So for example if you have a weapon that deals 1d6 damage, 18 Wis and 12 ranks in Sense Motive, you would deal 6d6+24 damage, then 5d6+20, then 4d6+16, and so on.
This is a supernatural maneuver.
Reimu Harukei's favorite therapy: seal them until they say they're sorry.Expanding BoundaryDream Battle (Boost)
Level: Crusader 4, Swordsage 4
Initiation Action: Swift action
Range: adjacent to you
Target: enemies in range.
Duration: instantaneous
You know how to imply to others that they're not welcome near you.
When you initiate this boost you make a normal bullrush whitout provoking attacks of opportunity against every adjacent enemy, except you don't need to move after your enemies to make them move more than 5 feet. If you have Improved Bullrush, you gain an extra +2 bonus on the check.
If any adjacent enemy is an evil humanoid or nonhumanoid, you may use half your ranks in Sense Motive instead of your size mod and/or your Wis mod instead of your Str mod on the Bullrush check to push them back.
Jewel Sign-Concealed Orbs of LightDream Battle (Strike)
Level: Crusader 4, Swordsage 4
Initiation Action: Standard action
Range: 20 feet per IL
Target: 1 creature
Duration: See text
Save: 14+Wis mod
Six? Sixteen? Your enemy can't keep up as you juggle your projectiles, altough only one is the real threat.
When initating this maneuver you throw an object on your possesion, dealing damage as if it was an improvised weapon, except you don't take penalties on the attack roll, and you deal extra damage equal to your Wis mod.
When you use this maneuver, your enemy must suceed on a Reflex save or be rendered flat-footed against it. If they fail and you hit and deal damage, they're rendered flat-footed for 1 round.
A dream battler plays with her opponent.Ying-Yang Scattered SpiritDream Battle (Boost)
Level: Crusader 4, Swordsage 4
Initiation Action: Swift action
Range: -
Target: you.
Duration: 1 round
In case of doubt, throwing amulets all around will surely reveal something!
When you initiate this boost you gain a bonus on Spot and Listen checks equal to 1/4 your ranks in Sense Motive, and you can also re-roll any spot and listen checks you had failed since your last turn.
In addition for 1 round you can add your Wis mod to attack and damage rolls against evil humanoids and nonhumanoids.
Reimu Harukei seeks to lure out an hidden opponent. Or just vent out her frustation.
5th levelDream Sign-Evil Sealing CircleDream Battle (Strike)
Level: Crusader 5, Swordsage 5
Initiation Action: See text
Range: See text
Target: See text
Duration: See text
Save: 15+Wisdom Modifier
Killing isn't always the answer. So you lock them into place. For all eternity.
You may initiate this maneuver as a standard action, in which case you perform a basic attack that deals normal damage. If you hit, the enemy must also make a Will save or be trapped into their current location for 1 round for every 6 ranks you have in Sense Motive, unable to leave by any means, even magic such as teleportation.
Affected enemies get a new Will save at the start of their turns to try to break free from this.
You may also initiate this maneuver as a fullround action, in which case you can use it against all adjacent enemies.
Either way, if they're evil humanoids or nonhumanoids, double the duration and they take a cumulative -2 penalty to their saves against this maneuver for every following round it affects them. If they fail three of this saves in a row, they're traped until you die or dismiss the seal.
This is a supernatural maneuver.
Notes: Often seen, movement stress type
Reference Level: ★★
A Spell Card where your movement is restricted by amulets. You're bound in place by the amulets and slowly strangled to death.
The fast charms aren't aiming for you, so it's not as difficult as it looks. Why doesn't she just aim them straight at you?
Bit of a tangent, but the amulets that Reimu uses for evil-sealing are booby-trapped. They look like gift envelopes with "full house" written on them, which makes you want to grab 'em, but there's nothing especially interesting in there. It's just a trap.
Super Duplex BarrierDream Battle (Counter)
Level: Crusader 5, Swordsage 5
Initiation Action: Immediate Action
Range: See text
Target: You
Duration: Instantaneous
A good barrier doesn't only protect you, it also leaves your opponents vulnerables against a counter attack from you.
You may initiate this counter whenever you would be harmed by any exterior effect that demanded an attack roll or offered a save. Roll a sense motive check against the attack roll/DC. If you suceed, you sucessfully block the attack.
If you suceed by 10 or more, you can perform a basic attack against the one that attacked you.
Just you try to break trough that.Dream LandDream Battle (Boost)
Level: Crusader 5, Swordsage 5
Initiation Action: Swift action
Range: -
Target: you.
Duration: 1 round
If your mind lightens enough, so does your body.
For 1 round, you gain a flight speed with perfect maneuverability equal to your base speed, and can re-roll any one dice of your choice for the duration of this boost with a bonus equal to your Wis mod, after knowing what its results would be otherwise.
If you already had a perfect flight speed, its speed increases by 5 feet for every rank you have in Sense Motive.
This is a supernatural maneuver.
Geting up was the easy part. Landing was somehwat messier.Power Sign-Yin-Yang KingDream Battle (Strike)
Level: Crusader 5, Swordsage 5
Initiation Action: Standard action
Range: see text
Target: 1 creature
Duration: 1 round
Save: 15+Wis mod
A suprisingly heavy blow. All a matter of knowing to focus your power in one clean overwhelming strike.
As part of this maneuver perform a basic attack, that counts as a Force effect if it would be benefical. If you hit, you ignore any DR and hardness on the target, deal extra damage equal to a Sense Motive check from you and your enemy must suceed on a Fort save or be Dazed for 1 round.
If your target is an evil humanoid or nonhumanoid, you deal 50% more damage and they take a -2 penalty on the save.
This is not a supernatural maneuver, just sheer focused power.
6th levelFantasy Seal -ConcentrateDream Battle (Counter)
Level: Crusader 6, Swordsage 6
Initiation Action: Immediate action
Range: see text
Target: one creature.
Duration: Instantaneous
Save: 16+Wis mod
Just in case it still wasn't clear, when in trouble throw amulets at their faces. Lots of them.
You may initiate this counter whenever an enemy harms you, comes inside your reach or tries to leave it. You deal them Force Damage equal to your weapon damage plus your Ranks in Sense Motive, a Will save halves this damage.
On your next round, you may spend either a move or swift action to repeat this damage on the same target, increasing it by an amount equal to your Wis mod. You can repeat this every round, unless your oponent suceeds on two saves in a row, in which case they suceed in shaking you off. If you choose to don't repeat, the effect ends.
This is a supernatural maneuver.
This bitch doesn't feel like geting out of the way.Exorcising BorderDream Battle (Boost)
Level: Crusader 6, Swordsage 6
Initiation Action: Swift Action
Range: 5 feet per IL radius centered on you.
Target: Enemies in range.
Duration: instantaneous
Save: 16+Wis mod.
Just in case they still didn't understand you don't want their kinda near you.
When you initiate this boost all targets must suceed on a Fort save or take damage equal to your weapon damage (you need to be proficient )
If they're nonhumanoids or evil humanoids, they take extra damage equal to your ranks in Sense Motive whetever they suceed on the save or not, and you learn their positions if you didn't know they were there (they'll still benefit from total concealment unless you manage to spot them tough).
Reimu Hakurei lays down a barrier.Border World-Maiden's Fighting Bounded FieldDream Battle (Stance)
Level: Crusader 6, Swordsage 6
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
You always fight in your own conditions.
While on this stance you gain a flight speed with perfect maneuverability equal to half your base speed. You don't provoke attacks of oportunity for flying trough enemy threatened spaces.
You ignore solid fogs, bad weather conditions and similar for movement purposes. You can even pass trough enemy squares whitout slowing down, but that provokes an Aoo.
You also gain a deflection bonus to AC equal to your Wis mod.
This is a supernatural stance.
Such things as reality are barely obstacles for an adept dream battler. Divine Arts-Omnidirectional Demon Binding CircleDream Battle (Strike)
Level: Crusader 6, Swordsage 6
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
Save: 16+Wisdom Modifier
Binding is used to get demons to obey you. You know the only safe order is "stay still".
As part of this maneuver choose a single target in range of one of your weapons. You perform a basic attack with that weapon against that target and every enemy whitin 10 feet of that target.
Enemies damaged by this must suceed on a Reflex save or be knocked prone.
Evil humanoids and nonhumanoids take extra damage equal to your ranks in Sense Motive and can't move from their positions for 1 round if they fail their saves, even trough magic means. You may extend this duration simply by not moving from your position yourself.
Notes: Often used when angry
Fun-to-Watch Level: ★★★★
A Spell Card in which mysterious powers take away your freedom of movement. Apparently it's for binding demons, but it binds humans just as well.
Once this technique begins, all freedom will be lost until Reimu stops it. But because Reimu can't move too, capturing this spell card is easy. All you gotta do is watch from a distance.
But do I have the self-restraint to stay still and do nothing while Reimu's sitting there like an idiot? That's the biggest problem.
7th levelMigrating Spirit- Dark Fantasy SealDream Battle (Boost)
Level: Crusader 7, Swordsage 7
Initiation Action: Swift action
Range: -
Target: You
Duration: 1 round
Good... Evil... Sometimes they blur themselves. And then people suffer. Other people, mind you.
When initiating this maneuver, for the duration you may count all your targets as evil and nonhumanoids if that would be be benefical for you.
If they're actually evil nonhumanoids, any save DCs from you increase by 1, you add your Wis mod to any attack rolls and any maneuver/ basic attack damage dealt by you increases by an amount equal to your ranks in Sense Motive.
At your choice, your clothes may change to a darker tone for the duration of this boost as well, in which case it counts as supernatural.
Power corrupts, and in your dream you're all-powerful.Beatiful Arts-Omnidirectional Dragon Slaying CircleDream Battle (Strike)
Level: Crusader 7, Swordsage 7
Initiation Action: Fullround action
Range: see text
Target: one oponent
Duration: instantaneous
Save: 17+Wis mod
Even a dragon drops if you hit them enough times.
As part of this maneuver make a full attack in which all strikes must go against one single target. If either deals damage, they must suceed on a Reflex save or be rendered dead, destroyed or helpless for 24 hours, your choice.
If you still have attacks remaining, you may choose to delay that last effect. In that case for every other attack from this maneuver that sucessfully damages your oponent until the end of your turn, the save DC increases by 2.
Even if your oponent saves, it still takes extra damage equal to a Sense Motive check from you at the end of this maneuver.
No circle has a begginning, but this one has a definitive end.Light Spirit-Divine OrbsDream Battle (Strike)
Level: Crusader 7, Swordsage 7
Initiation Action: Standard action
Range: 10 feet per IL
Target: see text
Duration: instantaneous
If throwing amulets fail, throw amulets infused with your inner energy!
As part of this maneuver make a thrown attack with an improvised weapon against an enemy whitin range for every 4 ranks you have in Sense Motive. Each of those orbs must be aimed at a diferent target.
In mid-air, each of those thrown weapons split in more of the same kind, affecting an area of a circle with 10 feet radius centered on the original target. The first target takes normal damage if you hit, and then it and all other creatures in the areas must suceed on a Reflex save or take damage equal to a Sense Motive check from you.
Even if an oponent is overlaped by multiple areas from this attack, they can't be affected more than once per round per this maneuver.
Evil humanoids and nonhumanoids are dazed for 1 round if they fail their reflex save.
This is a supernatural maneuver.
Reimu Hakurei throws a true heavenly barrage.8th levelUnknown-Flying Mysterious Shrine MaidenDream Battle (Boost)
Level: Crusader 8, Swordsage 8
Initiation Action: Swift action
Range:-
Target: you
Duration: 1 round
A true dream battler knows how to get in, do her job and get out before anyone understands what happened.
Until the end of your turn, you can instantly teleport to any position whitin 5 feet per rank in Sense Motive as a free action up to a number of times equal to your Wis mod and perform basic attacks. You can split those "jumps" between attacks. In addition your enemies count as flatfooted against your attacks under this Boost's effect but your attacks have an inherent 50% miss chance as well.
You can initiate this maneuver even if unable to take actions and ignore any effects that prevent you from taking actions while it lasts (unless you're dead).
This is a supernatural maneuver.
Notes: Rare, theatrical type
Reference Level: ★
A desperation Spell Card that Reimu whips out while in an unconscious state. Hardly ever seen.
She never looks at you while the spell card is in effect, so you're limited to retreating.
Her attack is omnidirectional danmaku with no blind spots, just sprayed everywhere at random. She's not looking, so I guess that's bound to happen.
Y'know, I always think this, but I don't see the benefit of not looking your opponent during a battle. Feels like it'd just be a disadvantage, but...
Divine Spirit-Blinking Fantasy SealDream Battle (Stance)
Level: Crusader 8, Swordsage 8
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
You encase yourself under a square of invisible force, and anything going trough its surface is instantly disturbed.
While on this stance you're under a permanent Blink effect as the spell, except you're jumping in and out between the borders of planes instead of just the ethereal one, so you don't suffer any miss chances on your own attacks, and your oponents don't gain any special bonus if they're able to hit ethereal creatures.
They however can still reduce their miss chance to 20% if they can see trough invisibility.
Harmful area effects only are deal half as much damage against you as well, even if they can affect the ethereal plane. Numeric penalties are halved as well.
Notes: Long distance marathon
Reference Level: Only Reimu can do it, so it's no good as a reference
Reimu herself only moves in a straight line, but somehow she completely surrounds you. Just as you think she passed behind you, she pops out from in front.
The tengu and Sakuya do something similar, but for the tengu, it's just speed, and for Sakuya, it's just teleportation. Reimu's technique isn't something cheap like that. You probably don't get what I'm talking about, but I don't really get it myself.
Reimu says that "you can't normally see the boundary that this barrier encloses, so it looks like there's countless copies of the enemy." Is it like a small world that loops around on itself? Or maybe it's something like two mirrors facing each other?
Reimu has lots of Spell Cards like this. They don't aim directly at you, so it's like being made fun of.
Wild Exorcism DanceDream Battle (Strike)
Level: Crusader 8, Swordsage 8
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: instantaneous
Actually a massive beat-down, but so graceful others could swear you're dancing.
You perform a full attack. All your attacks during this ignore DR and hardness and count as a Force effect if it would be benefical for you, and you can re-roll missed attacks and miss chances.
If your target is an evil humanoid or nonhumanoids, each of your attacks also deals extra damage equal to your ranks in Sense Motive plus your Wis mod.
Legend is that you can calm down a dream battle by offering her donations. Shiny, valuable donations.Holy Relic-Yin-Yang Sanctifier OrbDream Battle (Strike)
Level: Crusader 8, Swordsage 8
Initiation Action: Standard action
Range: 5 feet per IL
Target: see text
Duration: instantaneous
Save: 18+Wisdom Modifier
If there's any problem that can't be solved by throwing sacred artifacts at it, you still don't know it.
As part of this maneuver make a basic thrown attack with an improvised weapon, except you don't take any penalty on the attack roll and can re-roll a missed attack and miss chances.
If you hit, it bursts in an explosion of spiritual energy that results in an area dispel magic centered on the square where the weapon hit, with CL=ranks in Sense motive, and all those inside take damage equal to the improvised weapon damage. You may choose for this damage to be nonlethal.
Any evil humanoids and nonhumanoids also take damage equal to a Sense Motive check from you unless they suceed on a Will save.
The actual first target of the attack takes triple that damage instead if they're an evil humanoid or nonhumanoid, or half that if they suceed on their Will save.
Notes: Mainly used as a trick at parties
Size: ★★★★★
A Spell Card where she throws a giant yin-yang orb that was tucked away who-the-heck-knows-where. Unusually heavy lifting for Reimu.
Getting hit by the yin-yang orb hurts. Like, physically. 'Cause it's a plain old, hard, heavy ball.
The orb she uses in this spell card is particularly hot and heavy, but a human who gets hit with it won't get squashed flat or anything.
9th levelFantasy HeavenDream Battle (Stance)
Level: Crusader 9, Swordsage 9
Initiation Action: Swift Action
Range: See text
Target: you.
Duration: stance
Detach yourself from reality
When you enter this stance you summon a series of ying-yang orbs that float around you. While the stance lasts, you gain a flight speed with perfect maneuverability equal to 5 feet x your Wis mod, all of your melee and thrown attacks become touch attacks, you benefit from a Freedom of Movement effect, automatically remove one ill condition from yourself with a duration other than permanent at the start of your turn, and 1/round as free action you can perform a plane shift or dimension door effect as the spell with CL=ranks in Sense Motive with only you as the target.
At the end of each turn you remain on this stance, you lose 1d4 charisma points. This loss cannot be prevented or reduced by any means. This cannot reduce your Cha below 1, but once it reaches 1, you automatically exit this stance.
Once you've exited it, you can't enter it again until you've rested for 5 minutes and drank a cup of hot tea, which also restores the lost charisma.
This is a supernatural stance.
Notes: Rare, theatrical type
36th Stratagem Level: ★★★★★★★
Reimu becomes completely impossible to touch. She enters a visible "invisible man" state.
It's her ultimate secret technique, apparently, but it looks like she just closes her eyes while the danmaku fires itself towards the enemy automatically.
By the way, this wasn't even a Spell Card at first, but I gameified it by giving it a proper Spell Card name. Otherwise, there'd be no way to win.
This is the one single Spell Card that can only be used via the innate ability Reimu was born with."
Lurking Boundary Spirits and the Mysterious Shrine MaidenDream Battle (Strike)
Level: Crusader 9, Swordsage 9
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: instantaneous
Save: 19+Wis mod.
When you initiate this maneuver you create either four Walls of Force or a single Forcecage, either with CL=ranks in Sense Motive.
In addition you get a free basic melee attack against every oponent adjacent to one of your barriers created with this maneuver, and can throw an improvised thrown weapon against any enemy you see whitout penalty on the attack roll. Those thrown weapons pass trough the barriers you just created whitout trouble.
No single enemy can suffer more than one melee and one thrown attack from a single use of this maneuver.
Finally, this barriers disapear if you use this maneuver again or unready it. While they last, you can freely pass trough them while in a Dream Battle stance and they don't block Dream Battle maneuvers.
This is a supernatural maneuver.
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