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Battle Sphere
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Benefit: TBD
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Spells:
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1: Captain's Orders
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3: Rapid Response
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5: King's Castle
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7: Tactician's Pin
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9: Combined Arms
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11: Strategic Mastermind
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13: Body Outside Body
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15: Emperor's Demand
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17: 
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19:
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Captain's Orders
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Level: Battle 1
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Components: V
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Casting Time: 1 Swift Action
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Range: Personal
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Target: You
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Duration: 1 round/level (D)
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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Your words ring like a clarion call, clearly understood by all even in the din of the most chaotic battle. When you speak while under the effect of this spell, your words can be heard by all creatures within 1d10 miles of your position as if you were standing next to them in a silent room.
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Rapid Response
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Level: Battle 2
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Components: V
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Casting Time: 1 Move Action
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Range: Long (100' + 5'/level)
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Target: One ally/level
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Duration: 1 Round/level
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Saving Throw: None
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Spell Resistance: No
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A unit is as adaptable as its commander...at least when properly motivated. When you cast this spell, each ally prepared two Readied actions, both of which may trigger when their conditions are fulfilled (you cannot ready an action in response to the same or a very similar trigger twice, such casting a spell when an enemy moves one and then two squares).
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King's Castle
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Level: Battle 3
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Components: V
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Casting Time: 1 Move Action
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Range: Long (100' + 5'/level)
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Target: One ally/3 levels
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Duration: Instantaneous
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Saving Throw: None
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Spell Resistance: No
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Under your command, your forces twist and coil like snakes, never exposing their vulnerable weakpoints to enemies. When you cast this spell, the targets can move up to twice their speed without provoking attacks of opportunity, but must switch positions with another target in the process.
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Tactician's Pin
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Level: Battle 4
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Components: V
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Casting Time: 1 Move Action
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Range: Medium (100' + 5'/level)
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Target: One creature
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Duration: 1 round
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Saving Throw: None
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Spell Resistance: No
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You present an enemy two choices: Surefire annihilation at the hand of your men, or total disruption of its plans. When you cast this spell, select an opponent and make an opposed Knowledge: History or Martial Lore check. If your enemy succeeds, its gains a +2 bonus to its next action, emboldened by its momentum. If you succeed, however, your enemy's intentions are revealed in advance, informing you of their likely plans for their next turn. Should they follow through with them, one (and only one) of your allies can seize the moment using your guidance by spending an immediate action, and take an additional round of actions just before the opponent's actions resolve in an attempt to foil him. Should they diverge from those plans instead (switching their actions from one of the following categories to another in full: Attacks, skills, spells and spell-like abilities, supernatural abilities, class abilities that otherwise do not fit any other category and actions the rules don't cover), they suffer a -4 penalty to all d20 rolls and save DCs until the start of their next turn.
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Combined Arms
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Level: Battle 5
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Components: V
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Casting Time: 1 Move Action
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Range: Medium (100' + 5'/level)
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Target: One creature/4 levels
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Duration: 2 rounds
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Saving Throw: None
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Spell Resistance: No
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You designate targets, and at your command your allies command their talents to devastating effect. When you cast this spell, the targets are marked for a display of arms. Thereafter, whenever a target is struck by a different type of action (attacks, skills, spell and spell-like abilities, supernatural abilities, class abilities that otherwise do not fit any other category and actions the rules don't cover), he incurs the following penalties on subsequent attacks, which continue to increase so long as previously unused actions are brought to bear against him, and last until the spell expires.
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[TABLE]Action Types Used          Effects
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              1                   50% increased damage taken
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              2                   50% increased damage, Sickened
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              3                   100% increased damage, Sickened and Shaken
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              4                   100% increased damage, Disabled
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              5+                  100% increased damage, Disabled, 1d10 Ability Damage to random stat[/TABLE]
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Strategic Mastermind
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Level: Battle 6
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Components: V, S
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Casting Time: 1 Minute
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Range: Personal
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Target: You
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Duration: Instantaneous
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Saving Throw: None
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Spell Resistance: None
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Your acumen for war is unmatched. With you at the head, your forces have little to fear from any battle. When you cast this spell, select one opposing force that you can see or which you have a detailed description of. At the personal combat scale, each of your opponents' battle tactics are immediately revealed to you, to the last detail, as you crack their battle plan. At the mass combat scale, you gain a +5 bonus to all rolls while in command of one or more units.
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Battlemaster's Demand
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Level: Battle 8
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Components: V, S
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Casting Time: 1 Standard Action
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Range: Short (25' + 5'/2 levels)
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Target: One creature
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Duration: 1 minute/level
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Saving Throw: None
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Spell Resistance: None
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Some commanders use the forces they've been given. You make the forces you need. When you cast this spell, select one creature. That creature gains access to all of its class abilities for one base class of its choice until this spell's duration expires. This does not remove preparation times for any of them (thus, an ability requiring an hour to activate would not be usable unless you had a sufficiently high caster level to cover its entire duration).
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Some commanders use the forces they've been given. You make the forces you need. When you cast this spell, select one creature. That creature gains access to all of its class abilities for one base class of its choice that it has levels in, except for class features that grant access to spell lists or spells that have an XP component, until this spell's duration expires. This does not remove preparation times for any of them (thus, an ability requiring an hour to activate would not be usable unless you had a sufficiently high caster level to cover its entire duration).