Season's Wheel (3.5e Martial Discipline)/All Maneuvers
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Season's Wheel (Counter) [Time, Teleportation] | |
Level: | 5 |
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Prerequisite: | Six Season's Wheel maneuvers, one of which must be Accelerate The Wheel |
Initiation Action: | Immediate Action |
Range: | 0 |
Target: | Self |
Duration: | 1 hour |
Saving Throw: | None (Harmless) |
This maneuver functions as Accelerate The Wheel, except that you can travel to any location you could reach in an hour of walking, and you can change your season to any season available to you. While "out of time", you are visible to timesight as a trail of frozen, blurry silhouettes of yourself leading to your destination, spaced a distance apart equal to your base land speed.
Once you use this maneuver, you are exhausted and dazed for 1 round, then fatigued and staggered for a minute after that.
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Season's Wheel (Counter) [Time, Teleportation] | |
Level: | 1 |
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Prerequisite: | Three Season's Wheel maneuvers |
Initiation Action: | Immediate Action |
Range: | 0 |
Target: | Self |
Duration: | 1 Round |
Saving Throw: | None (Harmless) |
The warlock blasted the dwarven warrior with all his fell might, intending to burn away the frost that armored the short witchblade. To his surprise, his flames met only empty air, and a moment later, he felt thorns wrap around his throat.
When you activate this Counter, you vanish from the timeline for a brief instant; This makes you immune to anything that causes non- Entropy damage or triggers a saving throw, until the current turn ends. You may also change your attuned Season to the next Season in your cycle, and move up to your land speed upon activating this maneuver, to a position chosen upon initiation that cannot be changed afterwards; Your position doesn't actually change until the end of the current turn, and thus your choice may drop you into danger or an occupied space. If the location you chose to travel to is occupied, you are shunted to the nearest unoccupied space and dealt 1d6 Entropy damage for every 5ft you were shunted.
While "out of time", you can only be spotted by creatures who can sense time, such as a Time Walker while using Flow of Time, or a Bender of Time's Basic Bends. To senses such as these, frozen, blurry silhouettes of you appear in both the space you occupied when you initiated Accelerate the Wheel, and the space you're traveling to.
Once reinstated, you are Fatigued and Staggered for 1 round.
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Season's Wheel (Counter) [Time, Teleportation] | |
Level: | 9 |
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Prerequisite: | Twelve Season's Wheel maneuvers, including Accelerate The Wheel and Accelerate The Moon |
Initiation Action: | Immediate Action |
Range: | 0 |
Target: | Self |
Duration: | 24 Hours |
Saving Throw: | None (Harmless) |
This maneuver functions as Accelerate The Moon, except that you can travel to any location you could reach within 24 hours via walking, you recover hit points and ability damage as if you had rested for 8 hours, and you can change your season to any season available to you. While "out of time", you are visible to timesight as a trail of frozen, blurry silhouettes of yourself leading to your destination, spaced a distance apart equal to your base land speed.
Once you use this maneuver, you are left Unconscious for 1 round and likely Prone, then Exhausted and Dazed for 1 minute after that, then finally Fatigued and Staggered for an hour.
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Season's Wheel (Rush) [Air, Teleportation] | |
Level: | 1 |
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Prerequisite: | One Season's Wheel maneuver |
Initiation Action: | Move action |
Range: | 0 |
Target: | Self |
Duration: | Instananeous |
Saving Throw: | Reflex half |
This maneuver can only be used while attuned to the season of Autumn.
You may move up to your land speed as a part of this maneuver, passing through creatures and small obstacles as if you were incorporeal, and treating your movement as if it was teleportation.
You can pass through objects, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt halts your movement and causes you and the obstacle to take damage as if you had both fallen the distance you had already traveled before striking the obstacle. If this damages the obstacle enough to destroy it, and doesn't kill you in the process, your movement isn't impeded and you may continue as normal.
Additionally, each square you pass through is affected as if by a Gust of Wind spell until the beginning of your next turn. Creatures are blown away from the square you begun your move action in, and towards the square your movement ends in, even if you did not travel in a straight line.
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Season's Wheel (Boost) [Time] | |
Level: | 3 |
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Prerequisite: | Four Season's Wheel maneuvers, including at least one belonging to each Season. |
Initiation Action: | Swift action |
Range: | 0 |
Target: | Self |
Duration: | 1 round |
Saving Throw: | None (Harmless) |
Initiating this maneuver doesn't change which Season you are attuned to.
Upon initiating this maneuver, you gain the effects of Haste until the beginning of your next turn, at which time you recover a single maneuver (Other than this one) from the season you were in when you initiated this maneuver. For example, you could initiate this maneuver before using Summer's Kiss, then choose to recover Solstice Defense. You couldn't then initiate Solstice Defense until you were attuned to Summer or Winter, but it would be available without you having to spend additional effect to recover it.
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Season's Wheel (Stance) [Time] | |
Level: | 2 |
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Prerequisite: | Four Season's Wheel maneuvers, including at least one belonging to each season. |
Initiation Action: | Swift action |
Range: | 0 |
Target: | Self |
Duration: | Stance |
Saving Throw: | None (Harmless) |
Upon entering this stance, you choose one of six sub-stances to enter, shown below. Each stance causes you to swap between two seasons, cutting out the other two. Additionally, you can choose to end this stance at any time, even as part of swapping to a new stance, to immediately swap to one of the seasons belonging to the sub-stance you're using, and recover a single maneuver belonging to that season. However, this stance can only perform this function once per minute.
The sub-stances, their associated Seasons, and additional associated descriptors, are as follows:
- Austral Dance: Spring and Summer; Earth, Plant, Fire, Light.
- Boreal Dance: Autumn and Winter; Air, Animal, Water, Cold.
- Dance of Decay: Summer and Autumn; Fire, Light, Air, Animal.
- Dance of Rebirth: Winter and Spring; Earth, Plant, Water, Cold.
- Dance of the Equinox: Spring and Autumn; Air, Animal, Earth, Plant.
- Dance of the Solstice: Summer and Winter; Fire, Light, Water, Cold.
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Season's Wheel (Strike) [Air] | |
Level: | 3 |
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Prerequisite: | Three Season's Wheel maneuvers |
Initiation Action: | Standard action |
Range: | Medium |
Effect: | A Sweep-shaped burst |
Duration: | 1 round/2 initiator levels |
Saving Throw: | Fortitude partial |
The raptoran flew overhead, exhaling a mist that smelled like rotting leaves and wilted all in its path. Our wounds festers and would not close, despite our cleric's desperate prayers. Our fear of not being able to restore our bodies was quickly forgotten when his allies charged for us.
This maneuver can only be initiated while attuned to the season of Autumn.
You exhale a Sweep of total length equal to 5ft per initiator level, out to Medium range. Targets within this sweep take 1d6 points of damage per 2 initiator levels (Max 10d6); Half of this damage (Rounded up) is Desiccation damage (Sandstorm), and the remainder is Negative Energy damage. Targets struck must also make a Fortitude save. If successful, they halve the damage they take. If they fail, not only do they take full damage, but they cannot heal hit point or ability damage or drain, even by means of regeneration, for 1 round per 2 initiator levels. Targets failing their initial save may make another Fortitude save each round to suppress the effect for that round.
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Season's Wheel (Boost) [Time] | |
Level: | 2 |
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Prerequisite: | Four Season's Wheel maneuvers, including 1 belonging to each Season. |
Initiation Action: | Swift Action |
Range: | 0 |
Target: | Self |
Duration: | Concentration, up to 1 round/initiator level (D) |
Saving Throw: | None (Harmless) |
The leaves falling around the enemy ground to a halt, floating in mid-air and flowing around his blade as he moved. It was palpable in the air; He was holding back the onslaught of time he'd previously been wielding like a blunt object, and its pressure grew like water behind a dam. We were in for a beating we'll never forget.
Upon initiating this Boost, you prevent your Season from changing for any reason until the beginning of your next turn. At the beginning of your next turn, you can attempt to maintain this Boost for another round by making a Concentration check (DC 17) as a Swift action; . If you are successful, the Boost persists until the beginning of your next turn, and you gain a +1 bonus on initiator level for all Season's Wheel maneuvers (Except this one). You can continue making Concentration checks each round to keep the boost going for up to 1 round per initiator level (The bonus to initiator level granted by this maneuver doesn't increase the duration of this maneuver); Each round, cumulatively, the Concentration DC increases by +2 and the bonus to initiator level increases by +1.
Additionally, if you're using a maneuver from this Discipline that alters the flow of the Seasons (Such as Reverse The Wheel, Dance of the Seasons or Opposing Spokes), the initial Concentration DC, and the increase in duration per round, both increase by that maneuver's level. Thus if you are using Opposing Spokes, the base DC will be 21 instead of 17, and the increase each round will be +6, not +2. You can end such Season-altering stances at any time during this Boost, but doing so only reduces future per-round increases in DC; The decrease isn't retroactive. Likewise, if you initiate such a maneuver during this Boost, only the future per-round DC growth is increased; The base DC and existing increases remain unchanged.
If you fail the Concentration check, the maneuver ends early and you are left Dazed for 1 round (No save). Of course, if you succeeded your last Concentration check to "maintain the dam", you can simply dismiss the maneuver, and/or choose not to attempt the next check. When this maneuver ends for any reason, your Season updates as if you hadn't halted the wheel - Thus, if you halted yourself in Autumn and used 5 maneuvers since then, you'd be attuned to Winter when you ended Halt The Wheel (That is, if you're not already altering the flow of your Seasons using one of the many Stances in this Discipline that do so).
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Season's Wheel (Boost) [Air] | |
Level: | 5 |
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Prerequisite: | Seven Season's Wheel maneuvers |
Initiation Action: | Swift action |
Range: | 0 |
Target: | Self |
Duration: | 2 rounds |
Saving Throw: | Reflex Partial; See Text |
The leaves that fluttered at the orc's feet suddenly whirled into the air as wind whipped around her. Within a breath's time, the wind had become so intense it knocked some of us down and carried others of us away; We barely noticed that the whirlwind had carried her into the air and far beyond our reach.
When you activate this maneuver, you create a Whirlwind (As an Air elemental of your size, using the save DC of this maneuver) in your square. You can control the height of the whirlwind created, and you are immune to the effects of your own Whirlwind; The Whirlwind created lasts until the beginning of your next turn.
The Whirlwind carries you upwards to the limits of its height, effectively acting as a quick elevator, and you are further carried by and protected by Autumn's winds until the end of your next turn; While so graced, you can fly (At a speed equal to your land speed, with Average maneuverability) and are protected from projectiles. Arrows and bolts are deflected automatically, while other projectiles have a 50% miss chance against you (Giant-sized boulders, siege engine projectiles or other massive projectiles are unaffected by this miss chance, however). Gases, most gaseous breath weapons and creatures in gaseous form cannot effect you (Unless they are noted to be able to bypass a Wind Wall), though this is no barrier to incorporeal creatures.
Once your flight ends, you drift safely to the ground, taking no fall damage.
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Season's Wheel (Strike) [Earth, Plant, Poison] | |
Level: | 3 |
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Prerequisite: | Three Season's Wheel maneuvers |
Initiation Action: | Standard action |
Range: | Medium |
Target: | One creature |
Duration: | 1 round/2 initiator levels |
Saving Throw: | Fortitude partial |
The warlord clawed at his throat as his own poisoned blood seeped out of his pores and became vines.
The chosen target takes 1d6 Poison damage, with a Fortitude save for half. If the target fails their initial save, then they are also poisoned for 1 round per 2 initiator levels. Each round while poisoned, they must make another Fortitude save; If they fail, all their their movement speeds are reduced by 5ft, and they take a -2 penalty to Dexterity and Constitution. These penalties are cumulative and last until the poison wears off, after which the target is left Fatigued for 1 minute.
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Season's Wheel (Stance) [Time] | |
Level: | 4 |
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Prerequisite: | Five Season's Wheel maneuvers |
Initiation Action: | Swift action |
Range: | 0 |
Target: | Self |
Duration: | Stance |
Saving Throw: | None |
This stance gives your attacks additional bonus based on which season you're in. The bonuses grow stronger when you make a full attack.
Spring Growth [Earth, Plant] (Healing): Upon striking a target of a CR equal to 1/2 your character level or higher, you heal yourself for half the amount of base weapon damage your weapon dealt - This doesn't include bonus damage of any sort, and doesn't stack with the Wrathful Healing enchantment. For every -5 penalty inflicted upon your attack by the iterative attack penalty, the amount of health recovered is increased by +5 - For example, dealing 10 damage with a greatsword as your fourth attack (-15 iterative penalty) would heal you for 20 health.
Summer Heat [Fire, Light]: Your successful attacks inflict 1 stack of Sunburn, which functions as, and counts as for all purposes, Bleed, except that the HP damage dealt by the Bleedout is half Radiant damage (Rounded up), with the remained being Fire damage. For every -5 penalty your attack takes from iterative attacks, the attack inflicts an additional stack of Sunburn - For example, your third attack in a full attack (-10 penalty) would inflict three stacks of Sunburn.
Autumn Decay [Air, Animal]: Upon landing a successful attack, the target takes a -1 penalty to AC, and the attack ignores 5 points of damage reduction and hardness; The AC penalty stacks from multiple attacks, and lasts until the beginning of your next turn. For every -5 penalty your attack takes from iterative attacks, the attack ignores an additional 5 points of damage reduction and reduces the target's AC by an additional -1 - For example, your first attack in a full attack would reduce AC by 1 and ignore 5 points of DR, second attack would reduce AC by 2 (Total -3) and ignore 10 points, third attack would reduce AC by 3 (Total -6) and ignore 15 points, etc.
Winter Chill [Water, Cold]: When you land a successful attack on a target, you reduce all their movement speeds by 5ft, and reduce their BAB by 1; These penalties last until the beginning of your next turn.
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Season's Wheel (Stance) [Time] | |
Level: | 4 |
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Prerequisite: | Five Season's Wheel maneuvers |
Initiation Action: | Swift action |
Range: | 0 |
Target: | Self |
Duration: | Stance |
Saving Throw: | None (Harmless) |
One moment her blade was covered in fungus and flowers, the next in frost and flames, then back again. It was like nature went mad - Or found enlightenment: Two spokes of the same wheel, forever opposite, yet at their root, equally entwined.
While this stance is active, when you are attuned to a Season, you are also counted as being attuned to the season that opposes that season - Thus, you will swap between being attuned to Spring and Autumn, and being attuned to Summer and Winter.
When this Stance ends for any reason, you choose which of the two Seasons you're attuned to when it ends to remain attuned to. For example, if you're attuned to Spring and Autumn, and then you choose to change your stance to March of Time or etc., you could choose to remain attuned to Spring, or to Autumn. Additionally, when this stance ends for any reason, you instantly recover one expended maneuver of your choice from each Season you were attuned to when it ended, though this function of Opposing Spokes can only activate once per minute. For example, if you were attuned to Summer and Winter when the stance ended, you could instantly recover Summer's Kiss and Snowflake Step.
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Season's Wheel (Stance) [Time] | |
Level: | 1 |
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Prerequisite: | Four Season's Wheel maneuvers |
Initiation Action: | Swift action |
Range: | 0 |
Target: | Self |
Duration: | Stance |
Saving Throw: | None |
During this stance, your power flows backwards - You change seasons from Winter to Autumn to Summer to Spring, and you change seasons whenever you recover one or more maneuvers.
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Season's Wheel (Stance) | |
Level: | 1 |
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Initiation Action: | Swift action |
Range: | 0 |
Target: | Self |
Duration: | Stance |
Saving Throw: | None (Harmless) |
One flash of fire and the warm summer breeze around her was gone, replaced with the scent of crisp autumn air.
While you maintain this stance, you gain abilities based on which season you're currently attuned to.
Spring: You gain Fast Healing 1 while below half health, +1 for every 4 initiator levels, and you can use your Initiator Level, if it is higher, in place of Caster/Manifester/Meldshaper/Invoker level and etc. for the purposes of all [Earth], [Plant] and (Healing) effects you produce.
Summer: You gain a +1 Sacred (If good) or Profane (If evil) bonus to attack and damage rolls, +1 for every 4 initiator levels, and you can use your Initiator Level, if it is higher, in place of Caster/Manifester/Meldshaper/Invoker level and etc. for the purposes of all [Fire], [Electricity] and [Light] effects you produce.
Autumn: You gain a 10ft increase in all pre-existing movement speeds, +5ft for every 4 initiator levels, and you can use your Initiator Level, if it is higher, in place of Caster/Manifester/Meldshaper/Invoker level and etc. for the purposes of all [Air], [Sonic] and non-[Death] Negative Energy effects you produce.
Winter: You gain a +1 Sacred (If good) or Profane (If evil) bonus to AC, +1 for every 4 initiator levels, and you can use your Initiator Level, if it is higher, in place of Caster/Manifester/Meldshaper/Invoker level and etc. for the purposes of all [Water], [Cold] and [Death] effects you produce.
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Season's Wheel (Counter) [Time] | |
Level: | 2 |
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Prerequisite: | Four Season's Wheel maneuvers, including at least one belonging to each season. |
Initiation Action: | Immediate action |
Range: | 0 |
Target: | Self |
Duration: | See Text |
Saving Throw: | See Text |
Upon activating this Counter, you gain a couple of defensive effects based on what season you're currently attuned to, as show below.
Spring [Earth, Plant]: If you are attuned to Spring, activating this Counter causes you to fall under the effects of the Stoneskin spell until the end of the current turn; If you were attacked, your attacker must also make a Reflex save or be Entangled until the end of your next turn (Though the attacker only need save once, even if they made multiple attacks).
Summer [Fire, Light]: If you are attuned to Summer, activating this Counter causes you to fall under the effects of Flameshape until the end of the current turn; Treat it as if "cast" from a spell slot equal to the highest-level Season's Wheel maneuver you have readied. Additionally, you fall under the effects of a Warm Fire Shield until the end of your next turn.
Autumn [Air, Sonic]: If you are attuned to Autumn, activating this Counter causes you to fall under the effects of the Gaseous Form spell until the end of the current turn; If you were being attacked, your enemy must make a Reflex save or be knocked prone in their square.
Winter [Water, Cold]: If you are attuned to Winter, activating this Counter causes you to fall under the effects of Cold Comfort until the end of the current turn; You are not Staggered when the effect ends, and you treat is as if you'd remained in the frozen sheathe for a full round for the purposes of self healing. Additionally, you fall under the effects of a Chill Fire Shield until the end of your next turn.
All spells replicated by this maneuver are "cast" at an effective caster level equal to your initiator level.
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Season's Wheel (Rush) [Water, Cold] | |
Level: | 3 |
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Prerequisite: | Three Season's Wheel maneuvers |
Initiation Action: | Move action |
Range: | 0 |
Effect: | Patches of frozen spikes. |
Duration: | 1 round/2 initiator levels |
Saving Throw: | Reflex negates; See text |
Through the maze of rough stone corridors the elf ran, goblins screaming and chittering close at her heel. Suddenly, ice spread from her footprints in the dust, forming a jagged field of razor-sharp ice shards, like so much broken glass - And she smiled, as the screams of chase turned into those of pain and frustration.
As you activate this maneuver, you move up to your land speed. Creatures whose squares you pass through must make a Reflex save or have their legs frozen to the ground, as if by Rystil's Frozen Step. Additionally, every square you pass through is filled with a sheet of slick, jagged frost; treat these squares as if Greased (As the spell). Additionally, every square effectively Greased by this spell is covered in ice spikes identical to those created by the Ice Crystal Phalanx spell, using your initiator level in place of caster level, and that half the damage dealt by the spikes (Rounded down) is Cold damage.
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Season's Wheel (Boost) [Fire, Light] | |
Level: | 3 |
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Prerequisite: | Three Season's Wheel maneuvers |
Initiation Action: | Swift action |
Range: | 0; 20ft |
Target: | Self; Any number of targets within 20ft. |
Duration: | 1 round |
Saving Throw: | Will negates |
Her eyes shone like twin suns, and it felt like she was looking through me rather than at me. Whatever she saw in me, she liked more than what she saw in my companion, who fell to the floor with a dagger in his throat, black blood spilling from the wound as his scaly true form writhed in death throws, before shortly growing still.
This maneuver can only be initiated while attuned to the season of Summer.
Upon activating this maneuver, you gain the ability to see perfectly until the beginning of your next turn. In addition to gaining the effects of True Seeing, you can see without hindrance in any light level, even through conjured fog, magical darkness, or blindness of any sort. All hindrances take effect again when this maneuver ends, however, as they are simply pierced through, not dispelled or otherwise removed.
At any time during this boost, you can end its effects early (Eschewing the perfect sight) to create a flash of blazing light, dispelling all [Darkness] effects of 3rd level or lower within 20ft of you. You can choose any number of targets within 20ft of you to be struck by this flash; The chosen targets take 1d6 damage, plus 1d6 per 4 initiator levels; Half of this damage (Rounded up) is Radiant damage, and the remainder is Fire damage.
Additionally, the target must make a Will save. If they succeed, the damage is reduced by half. If they fail, all illusions placed upon them are dispelled, and they are forced into their true form, if any (Though they may simply revert back to their false form if they possess the means to do so).
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Season's Wheel (Boost) [Earth, Healing] | |
Level: | 1 |
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Prerequisite: | One Season's Wheel maneuver |
Initiation Action: | Swift action |
Range: | Close |
Targets: | 1 creature per initiator level, each of which must be within Close range of at least one other subject. |
Duration: | 1 round/3 initiator levels |
Saving Throw: | Fort negates (Harmless) |
This maneuver can only be used while attuned to the season of Spring.
Upon initiating this maneuver, you grant the chosen target Fast Healing 1 (Plus 1 per 4 initiator levels), but this healing doesn't affect them if they're above half health, nor does it heal them above half health.
Additionally, these targets gain a bonus on the first saving throw they make each round, equal to the amount of Fast Healing granted to them. So if the maneuver is initiated on you by an initiator of 9th level, you'll gain Fast Healing 3 for 3 rounds, and gain a +3 bonus on the first saving throw you make each round while it's active.
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Season's Wheel (Strike) [Time] | |
Level: | 2 |
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Prerequisite: | Four Season's Wheel maneuvers, including at least one belonging to each season. |
Initiation Action: | Attack action |
Range: | Melee attack |
Target: | Up to 1 target struck per 4 initiator levels (Min 1, max 4) |
Duration: | See Text |
Saving Throw: | See Text |
This maneuver allows you to make a single melee attack against one target per 4 initiator levels, up to 4 targets. The effects of the strike(s) are determined by the season you're using, as show below:
Spring [Earth, Plant]: The target(s) struck takes an extra 1d6 Acid damage, plus 1d6 per 4 initiator level, and are affected as if by Flesh to Stone for 1 round (Fortitude Negates), as well as if by Entangle for 1 round per initiator level. Only the targets struck must continue to struggle against the vines; This maneuver doesn't create an area of vines, only vines on the targets directly.
Summer [Fire, Light]: The target you strike takes an extra 1d6 Fire damage, plus 1d6 per 4 initiator levels, and left covered in golden sparkles for 1 round per initiator level, affected as if by Glitterdust; This outlines invisible targets and inflicts a -40 penalty on Hide checks. The target must make a Will save; If they fail, they are Blinded for 7 rounds and affected as if by Heat Metal.
Autumn [Air, Sonic]: The target(s) struck takes an extra 1d6 Sonic damage, plus 1d6 per 4 initiator level, and are affected as if by the ranged touch attack version of Gale Force (Fortitude Negates), as well as being Confused for 1 round per initiator level. This Confusion is a [Mind-Affecting] effect.
Winter [Water, Cold]: The target you strike takes an extra 1d6 Cold damage, plus 1d6 per 4 initiator levels, and left partially Slowed, taking a -1 penalty on Attack Rolls, AC, and Reflex saves, and their speed is reduced by half (Rounded down to the next 5ft increment). The target must make a Will save; If they fail, they can take only a single move action or standard action each turn, but not both (nor may they take full-round actions) for 7 rounds, and are affected as if by Chill Metal.
All spells replicated by this maneuver are "cast" at an effective caster level equal to your initiator level.
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Season's Wheel (Strike) [Fire, Light] | |
Level: | 1 |
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Prerequisite: | One Season's Wheel maneuver |
Initiation Action: | Standard action |
Range: | Touch, 15ft (See text) |
Target: | One target touched per initiator level |
Duration: | 1 round/3 initiator level |
Saving Throw: | None |
This maneuver can only be used while attuned to the season of Summer.
Upon initiating this maneuver, your hands and weapons become wreathed in hot but harmless flames, creating light equal to a torch. This lasts for up to 1 round per 3 initiator levels (Min 1 round), and doesn't harm you or your equipment.
While this maneuver is active, it adds 1d6 Fire damage to each attack you make. You can also attempt to hit an enemy with just the fire instead of adding it to an existing attack; This requires a melee touch attack to touch an enemy with the flames, or a ranged touch attack (Thrown weapon, range increment 15ft) to hurl to fire at a target.
In any case, the fire only lasts for up to 1 attack (successful or not) per initiator level.
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Season's Wheel (Counter) [Time, Teleportation] | |
Level: | 5 |
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Prerequisite: | Six Season's Wheel maneuvers, one of which must be Turn Back The Wheel |
Initiation Action: | Immediate action |
Range: | 0 |
Target: | Self |
Duration: | Instantaneous |
Saving Throw: | None |
This maneuver functions as Turn Back The Wheel, except that you can travel back to any location you have been in the last hour, can change your current season as if you had just readied your maneuvers, and you instantly recover all Season's Wheel maneuvers you've used in the last round (Except Turn Back The Wheel, Turn Back The Moon and Turn Back The World).
Once you use this maneuver, you are Exhausted for 1 round per level of the maneuver you recovered, then Fatigued for a minute after that. If you choose not to recover a maneuver or have not expended any eligible maneuvers, you're only Exhausted for 1 round.
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Season's Wheel (Counter) [Time, Teleportation] | |
Level: | 1 |
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Prerequisite: | Three Season's Wheel maneuvers |
Initiation Action: | Immediate action |
Range: | 0 |
Target: | Self |
Duration: | Instantaneous |
Saving Throw: | None |
Upon initiating this maneuver, you instantly teleport to the location you occupied at the beginning of your last turn. If you've changed Seasons since then, you change back to that Season, gaining all its normal effects. Additionally, you may instantly recover any single Season's Wheel maneuver (Other than Turn Back The Wheel, Turn Back The Moon, or Turn Back The World) that you have expended in the last round.
Once you use this maneuver, you are Fatigued for 1 round per level of the maneuver you recovered, or for 1 round if you choose not to recover a maneuver.
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Season's Wheel (Counter) [Time, Teleportation] | |
Level: | 9 |
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Prerequisite: | Twelve Season's Wheel maneuvers, Including Turn Back The Wheel and Turn Back The Moon |
Initiation Action: | Immediate action |
Range: | 0 |
Target: | Self |
Duration: | Instantaneous |
Saving Throw: | None |
This maneuver functions as Turn Back The Moon, except that you can travel back to any location you have been in the last 24 hours, and can change your current season as if you had just readied your maneuvers. Additionally, you recover hit points and ability damage as if you had rested for 8 hours, and you instantly recover all of your expended Season's Wheel maneuvers (Except Turn Back The Wheel, Turn Back The Moon and Turn Back The World). You can also choose to rearrange your readied maneuvers as part of the action.
Once you use this maneuver, you are Staggered for 1 round per level of the maneuver you recovered, then Exhausted for a minute after that, and finally Fatigued for an hour. If you choose not to recover a maneuver or have not expended any eligible maneuvers, you're only Staggered for 1 round.
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Season's Wheel (Strike) [Cold, Water] | |
Level: | 1 |
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Prerequisite: | One Season's Wheel maneuver |
Initiation Action: | Full-round action |
Range: | Close |
Effect: | Cone-shaped burst |
Duration: | Instantaneous, plus 1 round/3 initiator levels |
Saving Throw: | Reflex half |
This maneuver can only be used while attuned to the season of Winter.
Initiating this maneuver causes you to breathe a cone of frigid air out to Close range (25ft, +5ft/2 initiator levels). Targets within the cone are dealt 1d4 points of Cold damage per 2 initiator levels (Min 1d4, Max 10d4) and allowed a Reflex save for half damage.
Additionally, in every square affected by the initial cone, this maneuver leaves behind a cold fog equivalent to that of an Obscuring Mist spell, and ice on the ground that impedes movement as if by a Grease spell, both lasting for 1 round per 3 initiator levels. Dealing a minimum of 2 points of fire damage per initiator level to a square affected by fog or ice will remove both from that square.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Season's Wheel