Martial Glyph Overview
Martial glyphs exist as a crude approximation of arcane magic, something that’s less than a spell while still being magic. Similar to both sorcery and eldritch invocations, the use of martial glyphs rely heavily on arcane energies cultivated within the caster. The elemental concepts embedded in these glyphs grants the caster’s uncontrolled energy just enough structure to form a consistent magical effect.
Unlike most spells, however, martial glyphs are typically formed and cast as part of martial combat and are usually based around the caster’s martial arts abilities. A glyph takes the form of a magical symbol that appears on the affected creature.
Unless otherwise noted, a glyph lasts for a number of rounds equal to 1 + the caster’s spellcasting modifier (minimum 1 round). If a glyph allows a saving throw, its save DC is 10 + 1/2 the caster’s caster level + his spellcasting modifier.
For purposes of resolving the glyphs and for combining magical effects, martial glyphs are treated as arcane spells, except that they never suffer from an arcane spell failure chance and do not normally provoke an attack of opportunity.
A character with the Arcane Lore skill can identify glyphs as they are cast, with an effective spell level equal to 1st level for basic glyph, 3rd level for advanced, 5th level for master glyphs, and 7th for grandmaster glyphs. Glyphs otherwise have no effective spell level, even when they duplicate the effects of a spell.
Energy-Based Glyphs
Glyphs which deal energy damage, provide energy resistance, or otherwise use an energy type draw on the energy alignment of the caster, using the first entry from the following list that applies:
- Active Element: If the caster uses the Elemental Flux discipline, his glyphs use his element’s associated energy type.
- Active Energy: If the caster is psionic, the energy type of his martial glyphs is the same as his Active Energy Type.
- Draconic Element: If the caster has a Draconic Element, his glyphs use use that element’s associated energy type.
If none of these apply, the caster gains an Active Element as though he were a martial disciple using the Elemental Flux discipline. Glyphs use the term “active element” to refer to this energy type, regardless of the source of that energy.
Once a glyph is cast, it maintains the element that it was cast with, if any, even if the caster changes his active element. A character with the Spellcraft skill can identify glyphs as they are cast, treating the animus adept’s class level as their effective spell level.
The Martial Glyphs
Martial glyphs come in four tiers: Basic, Advanced, Master, and Grandmaster. The caster must be proficient with a given tier of glyph before he can learn or cast glyphs of that tier. Grandmaster tier glyphs are rare and are usually only gained as a class feature of specific classes.
Basic Glyphs
Blinding Blade
The next time the affected ally hits with a martial strike, critical hit, or sneak attack, their target must succeed at a Reflex save or become blinded for one round. Regardless of whether or not the target succeeds on their save, this glyph expires once used.
Dead Steel
The affected ally’s attacks deal an additional 1d6 points of negative energy damage per six caster levels of this glyph (maximum 3d6). Against creatures of the fey type, this damage increases to 1d8 per six caster levels (maximum 3d8).
Undead creatures and other creatures healed by negative energy are instead healed for 1 point per six caster levels.
Deflective Armor
The affected ally gains a +2 arcane bonus to their natural armor. This bonus increases by +1 for every six caster levels of this glyph (maximum +5).
Elemental Shield
The affected ally gains energy resistance to your active element equal to your caster level.
Elemental Weapon
The affected ally’s attacks deal an additional 1d6 points of damage of the caster’s active element per six caster levels of this glyph (maximum 3d6).
Evasive Armor
The next time the affected ally succeeds on a Reflex save against an effect that normally deals half damage or has a partial effect on a successful save, they take no damage and are completely unaffected. This glyph expires once used.
Ferrous Shell
The affected ally is protected by a crude but non-restrictive metal shell, granting them a +5 armor bonus to their AC, which does not stack with any armor worn. The shell weighs 10 pounds and does not count as armor.
Flowing Blade
The affected ally rolls twice against a creature’s miss chance and uses the better result.
Ghost Armor
The affected ally’s armor and shield gain the benefits of the ghost touch special ability.
Ghost Eating Blade
The affected ally’s weapons gain the benefits of the ghost touch special ability.
Shadowmeld
The affected ally is surrounded by a layer of protective, smoky concealment, granting them gain concealment (20% miss chance) against opponents’ attacks.
Advanced Glyphs
Corpse Strength
The affected ally gains a +4 profane bonus to Strength and a +2 profane bonus on saving throws made to resist spells and effects that utilize negative energy, inflict negative levels, deal ability damage, burn, or drain, or inflict ability penalties. In addition, the affected ally heals from negative energy damage and takes damage from cure spells or similar effects, as if they were an undead creature.
Death Shield
The affected ally gains resistance to negative energy equal to the caster level and a +4 bonus on saves against energy drain and negative energy effects.
Elemental Armor
A creature that hits the affected ally with a melee attack take 2d6 points of damage of the caster’s active element.
Hardened Armor
The affected ally gains damage reduction 5/adamantine.
Illusionary State
The affected ally gains the benefits of a mirror image spell, using the glyph’s caster level. This glyph expires early if each image has been destroyed.
Spirit Stride
As a swift action, the affected ally can teleport to any unoccupied space they can see within 5 feet per three caster levels. This glyph expires once used.
Spiritual Anchor
The caster must hit with a melee or ranged touch attack to affect a creature with this glyph. The target is affected as if by a dimensional anchor spell.
Wind Speed
The affected ally gains the benefits of a haste spell (+1 to attack rolls, AC, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack).
Master Glyphs
Dispelling Burn
This glyph acts as a targeted greater dispel magic spell against the target. The target takes 1d4 points of damage for each level of the spell or effect dispelled by this ability.
Drowning Curse
The target chokes and gasps, becoming nauseated and unable to speak. At the start of each of their turns, the target can attempt another Fortitude save to end the effects of this glyph.
Fortified Heart
The affected ally’s vital areas become as hard as stone. They become immune to critical hits and sneak attacks.
Gravity of Iron
This glyph can only be cast against creatures who are made of metal or wearing metal armor. If the target fails a Fortitude save against this glyph, they become paralyzed and are knocked down. At the end of each of its turns while paralyzed by this glyph, the target can attempt another Fortitude save to end its effects.
Incandescent Array
The affected ally emits light as a daylight spell in a dazzling array of colors. Attacks against them suffer a 50% miss chance. Creatures that do not rely on sight to aim their attacks are unaffected by this miss chance.
Wraithstrike
The target must succeed at a Will save or gain 1d3 temporary negative levels until the end of the encounter. Unlike normal negative levels, these disappear after the encounter ends. A creature can only suffer the effects of this glyph once at any given time; if they are affected by another wraithstrike glyph, the negative levels overlap, rather than stacking.