Blade Magic

Notes on Initiator Level for Blade Magic, and Selecting Maneuvers:

Initiator Level:
Some maneuvers and stances have variable effects (such as duration) that depend on initiator level. However, maneuvers are not impacted as strongly by a user’s level as spells are. This difference in effect is primarily a balance and game play issue. Since you can use maneuvers repeatedly, they tend to scale poorly. As you attain higher levels, you usually use your low-level maneuvers less often (if you haven’t already traded them out for higher-level stances however many stances, boosts, and counters remain useful across all levels.

If you are a single-class character, your initiator level equals your level in the class that provides access to martial maneuvers (crusader, swordsage, or warblade). If you lack any martial adept levels, your initiator level is equal to 1/2 your character level.

Multiclass Characters:
Even when you gain levels in a class that does not grant martial maneuvers, your understanding of the martial disciplines still increases. A highly skilled fighter has the basic combat training and experience needed to master advanced maneuvers. If you are a multiclass martial adept, and you learn a new maneuver by attaining a new level in a martial adept class, determine your initiator level by adding together your level in that class + 1/2 your levels in all other classes. Look up the result on the table below to determine the highest-level maneuvers you can take. You still have to meet a maneuver’s prerequisite to learn it.

For example, a 7th-level Crusader/5th-level swordsage has an initiator level of 9th for determining the highest level maneuvers he can take as a crusader. As a result, he can take 5th-level crusader maneuvers. As a swordsage, his initiator level is 8th, allowing him to take 4th-level swordsage maneuvers.

This process applies to all of a character’s levels, whether they are in martial adept classes or other classes.

Selecting Martial Maneuvers:
Much like spells, martial maneuvers are organized by level. Higher-level maneuvers are more powerful than lower level ones. As you gain levels, you have the option to select higher-level maneuvers. Your level in a martial adept class determines the highest-level maneuvers you can select. For example, a 5th-level warblade can select maneuvers of 3rd level or lower.

Highest-Level Maneuvers Known
Initiator Level Maneuver Level
1st–2nd 1st
3rd–4th 2nd
5th–6th 3rd
7th–8th 4th
9th–10th 5th
11th–12th 6th
13th–14th 7th
15th–16th 8th
17th+ 9th
School Crusader Swordsage Warblade
Desert Wind No Yes No
Devoted Spirit Yes No No
Diamond Mind No Yes Yes
Iron Heart No No Yes
Setting Sun No Yes No
Shadow Hand No Yes No
Stone Dragon Yes Yes Yes
Tiger Claw No Yes Yes
White Raven Yes No Yes

Level 1 Manuevers

Desert Wind
Blistering Flourish Strike—Dazzle creatures around you.
Burning Blade Boost—Deal 1d6 fire + 1/initiator level.
Distracting Ember Boost—Fire elemental appears, flanks enemy.
Flame's Blessing Stance—Gain fire resistance based on Tumble ranks.
Wind Stride Boost—+10-ft. bonus to speed.
Devoted Spirit
Crusader's Strike Strike—Successful attack allows you to heal 1d6 + 1/initiator level.
Iron Guard's Glare Stance—Enemies take –4 penalty on attacks against your allies.
Martial Spirit Stance—Heal 2 hit points with each successful attack.
Vanguard Strike Strike—Allies gain +4 bonus on attacks against target.
Diamond Mind
Moment of Perfect Mind Counter—Use Concentration check in place of Will save.
Sapphire Nightmare Blade Strike—Opponent flat-footed, +1d6 damage with Concentration check.
Stance of Clarity Stance—Gain +2 AC against one foe, –2 against all others.
Iron Heart
Punishing Stance Stance—Attacks deal +1d6 damage, but you have –2 to AC.
Steel Wind Strike—Attack two opponents.
Steely Strike Strike—+4 bonus on one attack, enemies gain +4 bonus on attacks against you.
Setting Sun
Counter Charge Counter—Ruin charge attack, force charging foe to move away from you.
Mighty Throw Strike—Grab foe, throw him up to 10 ft.
Step of the Wind Stance—Ignore difficult terrain, gain bonus against foes in such terrain.
Shadow Hand
Child of Shadow Stance—You gain concealment as long as you move.
Clinging Shadow Strike Strike—Foe suffers 20% miss chance on attacks.
Island of Blades Stance—You and allies flank all adjacent foes.
Shadow Blade Technique Strike—Roll two attacks, use lower result to deal bonus cold damage.
Stone Dragon
Charging Minotaur Strike—Charging bull rush deals damage, ignores attacks of opportunity.
Stone Bones Strike—Gain DR 5/adamantine.
Stonefoot Stance Stance—+2 bonus on Strength checks, +2 bonus to AC against larger foes.
Tiger Claw
Blood in the Water Stance—Gain +1 bonus on attacks and damage for each critical hit.
Hunter's Sense Stance—Gain scent.
Sudden Leap Boost—Jump as a swift action.
Wolf Fang Strike Strike—Attack with two weapons.
White Raven
Bolstering Voice Stance—Allies gain +2 bonus on Will saves, +4 against fear.
Douse the Flames Strike—Target cannot make attacks of opportunity for 1 round.
Leading the Attack Strike—Allies gain +4 bonus on attacks against foe you strike.
Leading the Charge Stance—Allies deal +1 damage/initiator level on charge attacks.


Level 2 Manuevers

Desert Wind
Burning Brand Boost—Gain +5-ft. reach, deal fire damage.
Fire Reposte Counter—Counter foe’s attack with fiery touch that deals 4d6 damage.
Flashing Sun Strike—Gain extra attack.
Hatchling's Flame Strike—Cone deals 2d6 fire damage.
Devoted Spirit
Foehammer Strike—Overcome foe’s DR, deal +2d6 damage.
Shield Block Counter—Grant shield bonus + 4 as AC bonus to ally.
Diamond Mind
Action Before Thought Counter—Use Concentration check in place of Reflex save.
Emerald Razor Strike—Turn melee strike into touch attack.
Iron Heart
Disarming Strike Strike—With successful attack, attempt to disarm foe.
Wall of Blades Counter—Replace AC with attack roll result.
Setting Sun
Baffling Defense Counter—Use Sense Motive check to dodge attack.
Clever Positioning Strike—Swap positions with target of attack.
Shadow Hand
Cloak of Deception Boost—Turn invisible until the end of your turn.
Drain Vitality Strike—Attack deals 2 points of Constitution damage.
Shadow Jaunt Teleport 50 ft. through shadows as standard action.
Stone Dragon
Mountain Hammer Strike—Deal +2d6 damage, overcome DR and hardness.
Stone Vise Strike—Deal +1d6 damage, attack immobilizes creature.
Tiger Claw
Claw at the Moon Strike—Make Jump check, deal +2d6 damage.
Rabid Wolf Strike Strike—+4 bonus on attack, deal +2d6 damage, –4 AC for 1 round.
White Raven
Battle Leader's Charge Strike—No attacks of opportunity while charging, deal +10 damage.
Tactical Strike Strike—Deal +2d6 damage, adjacent allies move 5 feet.


Level 3 Manuevers

Desert Wind
Death Mark Strike—Enemy takes extra fire damage and explodes in a fiery spread.
Fan the Flames Strike—Ranged touch attack deals 6d6 fire damage.
Holocaust Cloak Stance—Attackers take 5 fire damage.
Zephyr Dance Counter—+4 AC against single attack.
Devoted Spirit
Defensive Rebuke Boost—Foes you strike must attack you or provoke attack of opportunity.
Revitalizing Strike Strike—Successful attack allows you to heal 3d6 + 1/initiator level.
Thicket of Blades Stance—5-ft. steps provoke attacks from you.
Diamond Mind
Insightful Strike Strike—Use Concentration check to determine damage.
Mind Over Body Counter—Use Concentration check in place of Fortitude save.
Pearl of Black Doubt Stance—Gain +2 AC each time foe misses you.
Iron Heart
Absolute Steel Dance Stance—+10-ft. bonus to speed, +2 AC with movement.
Exorcism of Steel Strike—Strike opponent’s weapon, it deals –4 damage.
Ironheart Surge Remove effect, gain +2 morale bonus on attacks.
Setting Sun
Devastating Throw Strike—Grab foe, throw him using leverage, strength.
Feigned Opening Counter—As an immediate action, provoke an attack, then counter.
Giant Killing Style Stance—+2 bonus on attacks and +4 bonus on damage against larger foes.
Shadow Hand
Assassin's Stance Stance—Gain sneak attack +2d6.
Dance of the Spider Stance—You climb walls like a spider.
Shadow Garrote Strike—Ranged touch attack deals 5d6 points of damage.
Strength Draining Strike Strike—Your attack deals 4 points of Strength damage.
Stone Dragon
Bonecrusher Strike—Deal +4d6 damage, +10 bonus on attacks to confirm critical hits.
Crushing Weight of the Mountain Stance— Constrict for 2d6+1-1/2 times Str when grappling.
Roots of the Mountain Stance—+10 bonus on checks against bull rush, trip, and others, and gain DR 2/–.
Stone Dragon's Fury Stone Dragon’s Fury: Strike—Deal +4d6 damage against objects, constructs.
Tiger Claw
Flesh Ripper Strike—Foe’s attacks and AC have –4 penalty.
Leaping Dragons Stance Stance—+10 on Jump checks, always considered running for jumps.
Soaring Raptor Strike Strike—Attack larger foe from above with +4 bonus, deal +6d6 damage.
Wolverine Stance Stance—Use any weapons while grappled.
White Raven
Lion's Roar Boost—Defeat enemy, allies deal +5 damage.
Tactics of the Wolf Stance—You and allies deal +1 damage/2 initiator levels against flanked target.
White Raven Tactics Boost—Ally’s initiative changes, he can act again.


Level 4 Manuevers

Desert Wind
Firesnake Strike—Stream of fire twists around corners.
Searing Blade Boost—Attacks deal +2d6 fire damage + 1/initiator level.
Searing Charge Strike—Fly while charging, deal +5d6 fire damage.
Devoted Spirit
Divine Surge Strike—Deal +8d8 damage.
Entangling Blade Strike—Deal +2d6 damage, target has –20-ft. penalty to speed.
Diamond Mind
Bounding Assault Strike—Double move and attack.
Mind Strike Strike—Attack deals 1d4 Wisdom damage.
Ruby Nightmare Blade Strike—Attack deals double damage with successful Concentration check.
Iron Heart
Lightning Recovery Counter—Reroll an attack that misses with +2 bonus.
Mithral Tornado Strike—Make attacks against adjacent foe, +2 on each attack.
Setting Sun
Comet Throw Strike—Grab foe, throw him using leverage, strength.
Strike of the Broken Shield Strike—Attack deals +4d6 damage, makes target flat-footed.
Shadow Hand
Hand of Death Strike—Touch renders foe paralyzed for 1d3 rounds.
Obscuring Shadow Veil Strike—Deal +5d6 damage and foe has 50% miss chance on attacks for 1 round.
Stone Dragon
Bonesplitting Strike Strike—Attack deals 2 Constitution damage.
Boulder Roll Boost—Gain +4 bonus on overrun attempts.
Overwhelming Mountain strike Strike—Deal +2d6 damage, target loses move action.
Tiger Claw
Death from Above Strike—Leap into the air, attack foe from above, deal +4d6 damage.
Fountain of Blood Boost—Defeat foe, cause fear in enemies.
White Raven
Covering Strike Boost—Every opponent you strike cannot make attacks of opportunity for 3 rounds.
White Raven Strike Strike—Deal +4d6 damage, target becomes fl at-footed.


Level 5 Manuevers

Desert Wind
Dragon's Flame Strike—Cone deals 6d6 fire damage.
Leaping Flame Counter—Teleport adjacent to foe who attacks you.
Lingering Inferno Strike—Deal +2d6 fire damage, and target takes 2d6 fire damage per round for 3 rounds.
Devoted Spirit
Daunting Strike Strike—Target of attack becomes shaken.
Doom Charge Strike—Charge attack deals extra damage against good, you gain DR 10/—.
Law Bearer Strike—Deal +4d6 damage, +8 attack against chaotic enemy, gain +5 on saves and AC.
Radiant Charge Strike—Deal +6d6 damage against evil foes, gain DR 10/—.
Tide of Chaos Strike—Charge attack deals extra damage against law, grants you concealment.
Diamond Mind
Disrupting Blow Strike—Successful attack causes foe to be unable to act for 1 round.
Hearing the Air Stance—Gain blindsense 30 ft., +5 bonus on Listen checks.
Rapid Counter Counter—Strike opponent who provokes attack from you.
Iron Heart
Dancing Blade Form Stance—+5-ft. reach during your turn.
Dazing Strike Strike—Melee attack dazes opponent.
Ironheart Focus Counter—Reroll save.
Setting Sun
Mirrored Pursuit Counter—You match opponent’s movement.
Shifting Defense Stance—5-ft. step with each missed attack against you.
Soaring Throw Strike—Grab foe, throw him using leverage, strength.
Stalking Shadow Counter—Move into foe’s space as he tries to move away from you.
Shadow Hand
Bloodletting Strike Boost—Strike deals 4 Constitution damage.
Shadow Stride Teleport 50 ft. through shadows as move action.
Step of the Dancing Moth Stance—Ignore terrain, walk over liquid.
Stone Dragon
Elder Mountain Hammer Strike—Deal +6d6 damage, overcome DR and hardness.
Giant's Stance Stance—Deal damage as if you are one size category larger.
Mountain Avalanche Strike—Gain ability to trample foes.
Tiger Claw
Dancing Mongoose Boost—Make one extra attack with each weapon (max of two extra attacks).
Pouncing Charge Strike—When you charge, make multiple attacks.
White Raven
Flanking Manuever Strike—Hit flanked target, allies gain free attack.
Press the Advantage Stance—Move +5 feet with 5-ft. step, move into difficult terrain.


Level 6 Manuevers

Desert Wind
Desert Tempest Strike—Attack foes as you move by them.
Fiery Assault Stance—Melee attacks deal +1d6 fire damage.
Ring of Fire Strike—Surround foes with burning flame.
Devoted Spirit
Aura of Chaos Stance—Reroll and add maximum damage dice.
Aura of Perfect Order Stance—Treat d20 result as 11.
Aura of Triumph Stance—You and allies heal 4 points with each attack against evil.
Aura of Tyranny Stance—Drain hit points from allies.
Rallying Strike Strike—Successful attack allows you to heal 3d6 + 1/initiator level in 30- ft. burst.
Diamond Mind
Greater Insightful Strike Strike—Use double Concentration check to determine damage.
Moment of Alacrity Boost—Gain +20 bonus on initiative during battle.
Iron Heart
Iron Heart Endurance Boost—Heal hit points equal to two times your level.
Manticore Parry Counter—Deflect attack and redirect it against opponent.
Setting Sun
Ballista Throw Strike—Throw foe in 60-ft. line, deal 6d6 damage to all in area.
Scorpion Parry Counter—Parry attack into second opponent.
Shadow Hand
Ghost Blade Strike—Target becomes flat-footed.
Shadow Noose Strike—Ranged touch attack deals 8d6 damage and might stun f lat-footed target.
Stalker in the Night Strike—Move and attack while remaining hidden.
Stone Dragon
Crushing Vise Strike—Deal +4d6 damage, attack immobilizes creature.
Iron Bones Strike—Gain DR 10/adamantine.
Irresistible Mountain Strike Strike—Deal +4d6 damage, target loses standard action.
Tiger Claw
Rabid Bear Strike Strike—Gain +4 on attack, deal +10d6 damage, –4 AC with attack.
Wolf Climbs the Mountain Strike—Enter larger foe’s space, deal +5d6 damage, gain cover from foe.
White Raven
Order Forged from Chaos Allies move up to their speed during your turn.
War Leader’s Charge Strike—No attacks of opportunity while charging, deal +35 damage.


Level 7 Manuevers

Desert Wind
Inferno Blade Boost—Melee attacks deal +3d6 fire damage + 1/initiator level.
Salamander Charge Salamander Charge: Strike—Charge and create trail of fire.
Devoted Spirit
Castigating Strike Strike—Deal +8d6 damage and trigger area blast.
Shield Counter Counter—Shield bash cancels foe’s attack.
Diamond Mind
Avalanche of Blades Strike—With each attack that hits, make another attack with increasing penalty.
Quicksilver Motion Boost—Use swift action to complete move action.
Iron Heart
Finishing Move Strike—Gain extra damage against weakened foe.
Scything Blade Boost—Strike one foe, free attack against another one.
Setting Sun
Hydra Slaying Strike Strike—Foe is unable to use full attack action.
Shadow Hand
Death in the Dark Strike—Deal +15d6 damage to surprised target.
Shadow Blink Teleport 50 ft. through shadows as swift action.
Stone Dragon
Ancient Mountain Hammer Strike—Deal +12d6 damage, overcome DR and hardness.
Colossus Strike Strike—Strike deals +6d6 damage, knocks opponent backward.
Tiger Claw
Hamstring Attack Strike—Attack deals 1d8 Dexterity damage, foe’s speed has –10 penalty.
Prey on the Weak Stance—Attack of opportunity with each foe that drops.
Swooping Dragon Strike Strike—Jump over foe, deal +10d6 damage, stun.
White Raven
Clarion Call Boost—If you drop a foe, allies within 60 ft. can make free attack or take move action.
Swarming Assault Strike—Allies make free attacks against a foe you strike.

Level 8 Manuevers

Desert Wind
Rising Phoenix Stance—Hover on column of super-heated air.
Wyrm's Flame Strike—Cone of fire deals 10d6 fire damage.
Devoted Spirit
Greater Divine Surge Strike—Deal +6d8 damage, also gain +1 on attacks and deal +2d8 damage per point of Con damage you voluntarily take.
Immortal Fortitude Stance—You cannot die due to hit point damage.
Diamond Mind
Diamond Defense Counter—Gain save bonus equal to level.
Diamond Nightmare Blade Strike—Attack deals quadruple damage with successful Concentration check.
Stance of Alacrity Stance—Gain extra counter each round.
Iron Heart
Adamantine Hurricane Strike—Two attacks against each adjacent foe, +4 bonus on each attack.
Lightning Throw Strike—Use melee attack as a line attack.
Supreme Blade Parry Stance—Gain DR 5/—.
Setting Sun
Fool's Strike Counter—Reflect foe’s attack.
Ghostly Defense Stance—Enemies hit target of your choice while you have concealment.
Shadow Hand
Balance on the Sky Stance—Walk on air.
Enervating Shadow Strike Strike—Target of strike gains 1d4 negative levels.
One With Shadow Counter—Become incorporeal for 1 round.
Stone Dragon
Adamantine Bones Strike—Gain DR 20/adamantine.
Earthstrike Quake Strike—Local quake knocks enemies prone.
Strength of Stone Stance—Gain immunity to critical hits.
Tiger Claw
Girallon Windmill Flesh Rip Boost—Gain ability to rend with successful attacks.
Raging Mongoose Boost—Make two extra attacks with each weapon carried (max four extra attacks).
Wolf Pack Tactics Stance—Free 5-ft. step with each successful attack.
White Raven
Swarm Tactics Stance—Allies gain +5 on attacks against enemy adjacent to you.
White Raven Hammer Strike—Deal +6d6 damage, stun opponent.

Level 9 Manuevers

Desert Wind
Inferno Blast Strike—Burst of fire deals 100 points of damage.
Devoted Spirit
Strike of Righteous Vitality Strike—Successful attack grants heal spell.
Diamond Mind
Time Stands Still Strike—Take full attack action two times.
Iron Heart
Strike of Perfect Clarity Strike—Deal +100 damage on single attack.
Setting Sun
Tornado Throw Strike—Move and throw foes repeatedly.
Shadow Hand
Five-Shadow Creeping Ice Enervation Strike Strike—Channel shadow into target, causing hp damage, ability damage, other effects.
Stone Dragon
Mountain Tombstone Strike Strike—Attack deals 2d6 Constitution damage.
Tiger Claw
Feral Death Blow Strike—Leap upon foe, slay him with a single strike.
White Raven
War Master's Charge Strike—You and allies charge, no attacks of opportunity, deal extra damage, stun.