legend
· spell lists ·
moon mage
guild ·
magic guide |
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Perception |
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Clear Vision
The Clear Vision spell merely enhances one's perception. It may be useful when casting other Perception spells. Rumors persist that Nomads of the Arid Steppe have an advantage when using this spell.
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Aura Sight
True to its name, Aura Sight grants you the ability to see the auras that emanate from all things. While the spell does not include the esoteric knowledge you would need to read meaningful information from those auras, its mystic sight strengthens your tie to the Plane of Probability and your ability to sense magical energy.
Requirements: Clear Vision.
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Locate
The Locate spell shows you a vision of another person's location. Using more mana will allow you to see further locations further away. If you have the skill, you can cast at yourself or without a target and Locate will scry the locations of nearby creatures.
Requirements: Clear Vision.
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Piercing Gaze
The Piercing Gaze spell allows you to look right through an object to see what's inside. The harder the object, the more difficult it is.
Requirements: Clear Vision.
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Tenebrous Sense
It rarely befits an aspiring master of the moonlit nights to fumble around with a torch. Tenebrous Sense is a simple spell that translates the subtle shifting of shadow and mass into a tactile sense. This will allow you to function perfectly in the dark, even compensating for any trouble you may have foraging for objects in the dark.
Requirements: Clear Vision.
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Seer's Sense
Seer's Sense hones the caster's magical senses, such that he may concentrate and sense the general distance and state of being of a target person regardless of their distance from him. If selfcast, the caster's foresight improves, allowing him to dodge better.
It is rumored that the followers of Fortune's Path have an easier time with this spell.
Requirements: Locate.
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Distant Gaze
The Distant Gaze spell allows you to watch the goings-on where you have a moonbeam focused. Though it is not the most powerful scrying tool available to Moon Mages, it works well for guard duty, where a mage can be aware of people or creatures approaching an area -- such as outside a home or on the entry path to a dangerous hunting area.
In addition to this, Distant Gaze's magical clairvoyance has the interesting side effect of providing a boost to power perception skill. While not as formidable as spells like Aura Sight, this benefit will last as long as the caster is watching his moonbeam.
Requirements: Locate, Focus Moonbeam.
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Transduction |

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Seal of Deflection
Seal of Deflection deflects incoming offensive spells. It may be replaced anew with further casts, but its protection will drain down as it wears off.
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Telekinetic Throw
The Telekinetic Throw spell hurls a loose object from the ground at its target. The more mana you feed the spell, the more forceful the throw. If you have the Dazzle and Moonblade spells, you can create small slivers which will be chosen by Telekinetic Throw rather than a random item on the ground. With skill and knowledge of the Telekinetic Storm spell, you can hurl multiple objects at once.
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Unleash
The Unleash spell gives you the ability to prepare a spell at minimum mana directly from a scroll without invoking it. The scroll has a fair chance of being destroyed, however, and no warning is given as to how much mana will be required to cast the scroll spell once it is prepared. Enchanters also make use of this spell to energize sigils, and many have reported exceptionally good results from using Unleash.
It is rumored that the members of Heritage House have an easier time with this spell.
Requirements: 20th Circle.
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Burn
The Burn spell concentrates an intense beam of light or shadows on its target, scorching it or setting it on fire. Even the power of Katamba can be focused into burning the target severely, but only when it is the only available source of luminescence.
Requirements: Focus Moonbeam.
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Cage of Light
Cage of Light weaves the light-fire of the moons into a protective barrier around its caster. Though it appears as a cage, the barrier moves effortlessly with the magician, weightless and unhindering.
This spell reduces the amount of injury the magician suffers from kinetic force and conventional weaponry. It can completely hedge out minor supernatural and elemental sources of injury, but any physical force behind the attack must still be accounted for: it may nullify the fiery enchantment of a sword, but the swing itself can only be reduced. It may squelch the dire holiness of a weak Fist of Faenella, but the kinetic force that propels it must be endured.
Since this spell is a complex product of the Celestial Compact's light-bending magic, students of that sect's teachings can produce the Cage of Light using fewer mana streams than other Moon Mages.
Requirements: Focus Moonbeam.
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Moonblade
Moonblade is a relic from the early years of the Moon Mage Guild. It became one of the most visible symbols of Lunar magic and the chosen weapon of the Y'Shai. In recent years the spell was reinvented using techniques stolen from an ancient spell called Void Staff. The spell channels the light-fire of the moons into a lightweight blade, though with effort it can be shaped into a limited selection of other forms. The blade is sturdy, but lasts only for a short while and must never leave your hands.
Far more than a weapon, a powerful Moonblade can serve as a metaphoric mage's staff, containing spells within its blade. Truly potent moonblades can hold multiple spells at once, though the difficulty to use the blade as a spell battery increases as the blade grows more magically complex.
Requirements: Focus Moonbeam.
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Imbue
The Imbue spell energizes an object with an intense level of Lunar mana, readying any useless item into something that an enchanter can use. Listen carefully, for it takes TWO castings of this spell to fully prepare an item, and any previous functions the item may have had are likely to be lost forever. Some Moon Mages who can't enchant still take this spell to help those that can as apprentices, though with more mana, the larger the item that can be Imbued.
Requirements: 20th Circle, Focus Moonbeam.
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Shape Moonblade
Shape Moonblade allows the caster to modify the Moonblade spell matrix making it more flexible. With the added flexibility, a moonblade can be shaped into various weapon types. With more skill, the caster can shape a moonblade into a deadlier weapon.
Requirements: Moonblade.
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Shear
The Shear spell envelops you in a magical field that will absorb a spell and reactively lash back at the caster with a blast of mental energy. The drawback is that you will not be able to cast Psychic Projection spells while Shear is in effect.
Requirements: Psychic Shield.
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Teleport
The Teleport spell sends you to the location where you have previously focused a moonbeam. If you attempt to teleport to an unfocused moonbeam, the results are usually fatal. This is quite a difficult spell, but the more mana you use, the further away you can go and still teleport back to your moonbeam.
Requirements: 15th Circle, Focus Moonbeam.
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Invocation of Energy
Invocation of Energy builds a complex mass of Lunar energy around the caster in two stages, creating a ritual circle. The caster can invoke this circle to draw its energy into himself, temporarily bolstering his mind and body with the forces of the heavens. The spell must be cast under the open sky, and at least two moons must be represented in some way: either from above the horizon or in a ritual component. Which faculties the ritual's energy strengthens depends on which moons the caster calls upon.
Be warned that a mortal body can only integrate the energy of one type of circle at a time! Attempting to invoke multiple variations of the ritual in short order is hazardous to the caster's health.
Requirements: Imbue.
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Telekinetic Storm
The Telekinetic Storm spell hurls any lightweight loose objects in the area at random targets. Be warned that, while the caster is excluded from being struck by flying items, his friends are not!
Requirements: Telekinetic Throw, Psychic Shield.
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Whole Displacement
Whole Displacement uses teleportational energy to move a target a short distance, perhaps out of combat or to a nearby area. Not only is it handy to displace friends and enemies, but it should also prove useful to the caster in escaping from difficult foes.
Requirements: Teleport.
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Moongate
The Moongate spell will allow you to transport other people to any point where you have a moonbeam focused. Just be careful to never cast it without having a moonbeam focused.
Requirements: 25th Circle, Teleport.
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Partial Displacement
A very disturbing targeted spell which launches unstable teleportational energy at the target. The energy activates on impact, potentially causing bits and pieces of the target to appear... elsewhere. A quite gruesome spell, it's not something any self-respecting scholar would ever admit to using. Some consider this spell to be unethical.
Requirements: 40th Circle, Teleport.
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Ripple
The Ripple spell will create an area of unstable teleportational energy that tends to wink creatures and items out of existance. Be warned that this is a very difficult spell to handle.
Requirements: 25th Circle, Whole Displacement.
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Contingency
A spell for emergencies, Contingency will teleport the mage, should he die, become stunned, or disabled, to the location of either his moonbeam or to the feet of the person he is linked with via Seer's Sense. Like all teleport magic, it requires that the moons are visible, or the Contingency spell will fail.
Requirements: Teleport, Seer's Sense.
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Riftal Summons
Riftal Summons allows the caster to summon a person linked by way of the Seer's Sense spell to the caster's location for a limited amount of time. Once that time is up, the summoned person is moved back to their previous location. If for some reason the summoned can not be moved back, both the caster and the summoned begin taking nerve damage, until the summoned can be pulled via the rift back to their original location.
Requirements: 30th Circle, Seer's Sense, Whole Displacement.
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Stellar Magic |
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Shadewatch Mirror
The knowledge of the Shadewatch Mirror spell has been limited to the Goldcaps, privledged members of the Y'Shai, and the Council since its inception.
Requirements: Unknown.
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Starlight Sphere
For ages, the Starlight Sphere spell was thought to be a myth, and so has not been taught in the Guild. There are rumors that the knowledge of this spell is in the hands of a group of G'nar Pethians that dwell in Therenborough. Seek them to ask of such things.
Requirements: Unknown.
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Psychic Projection |
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Hypnotize
The Hypnotize spell forces its 'victim' to relax for a moment. Too bad it doesn't work on Kssarh. While under Hypnotize's effects, a creature will not be able to attack, and a good cast will make a creature susceptible to commands from the caster. A potent cast may even keep it from moving at all.
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Mental Blast
The Mental Blast spell sends a jolt of energy directly into the target's brain, often incapacitating the victim and possibly causing them to drop whatever they're holding. This approach to psychic combat is physically harmful, often leaving its victim with lasting brain damage.
Requirements: Hypnotize.
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Psychic Shield
The Psychic Shield spell offers a defense against mental spells and attacks. It is weakened by each blow against the psyche it absorbs, but wears off gradually over time regardless.
Requirements: 5th Circle, Hypnotize.
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Thoughtcast
Thoughtcast allows the caster to contact another person with a single ESP message. A Seer's Sense link can reduce the difficulty of this task. If that person has a Seer's Sense link with others, the message may cascade to them as well.
Requirements: Hypnotize, Seer's Sense.
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Shadowling
The Shadowling spell summons -- or creates, depending on your philosophy -- a tiny spirit creature. It has a will of its own, is unpredictable, and will ignore any attempt to command it, but its small size and lack of power make it harmless. While a shadowling is near, Moon Mages' ability to harness mana may recover more quickly than normal.
Requirements: Focus Moonbeam, Psychic Shield.
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Shadow Servant
The Shadow Servant spell summons a great hulking brute of a spirit creature, too stupid to serve as a bodyguard but suitable as a beast of burden.
Give an item to a Servant, and it will carry it for you until you ask for its return. To see what it's carrying at any time, you must cast Piercing Gaze on the Servant.
It will follow you faithfully, but slowly, until you release it. The spell takes a lot of effort to cast, so if you're unsure of your harnessing abilities you should not choose this spell.
Requirements: 25th Circle, Shadowling.
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Moonlight Manipulation |
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Shadows
The Shadows spell diverts light away from the target, enhancing one's ability to hide.
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Dazzle
The Dazzle spell bathes the target in a bright flash of light. It's such a bright flash that it will disorient the target and cause them to stop in their tracks. The duration of the flash depends on the amount of power you put into the spell. While the flash will never last more than a moment, this can mean the difference between a barely seen flicker and a blinding experience.
Dazzle also interacts with the sigils lunar enchanters use to create their devices. While it is not the most elegant tool at an artificer's disposal, it favored by journeyman enchanters who want all their spells to be useful in the field.
Requirements: Shadows.
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Focus Moonbeam
The Focus Moonbeam spell establishes an anchor point for your magic, which remains up to several hours even if you wander leagues away. It is used for spells such as Distant Gaze and Teleport.
Requirements: Shadows.
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Darkness
The Darkness spell shrouds everyone in the area in a cloak of shadows, hiding them.
Requirements: 2nd Circle, Shadows.
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Dinazen Olkar
The Dinazen Olkar spell creates an edged rope of shadows that attempts to rip body parts away from the target. Damage naturally depends upon your abilities at targeting as well as the amount of power you can put into the spell.
Requirements: Shadows, Telekinetic Throw.
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Refractive Field
The Refractive Field spell renders the caster invisible -- or nearly so. The field is not perfect, betraying subtle shimmers and strange twists of color to the astute. It lasts as long as you hold enough mana to maintain the spell pattern.
Requirements: 10th Circle, Shadows.
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Tezirah's Veil
The spell of Tezirah's Veil will blind your opponent with all the possible actions it, or those around it, can take, effectively making them slower, clumsier, and less quick to react. It is rumored that members of the Progeny have an easier time with this spell.
Requirements: Shadows, Clear Vision.
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Shadow Web
Shadow Web was perfected by the Adan'f, and many feel the spell is tainted by their foul touch. It will generate a dark web of pure shadow across the area, entrapping all who are unlucky enough to be snared in its dark embrace.
Requirements: Tezirah's Veil.
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Shift Moonbeam
The Shift Moonbeam spell allows you to move a focused moonbeam from a distance. You must internalize mana streams to use this spell, so cast it then just gesture in the direction you want your moonbeam to move. If you don't have Distant Gaze cast on your moonbeam, though, you may be moving it blindly. If you locate a target prior to casting this spell, you can gesture at them from afar to send the beam directly to their location, though the range of this mechanism is limited.
Requirements: Distant Gaze.
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Clarify Gem
The Clarify Gem spell focuses moonlight through a gem, removing flaws and increasing its value. It requires a moon in the sky, and you must have Piercing Gaze active on yourself to guide the spell.
Requirements: Piercing Gaze, Dazzle, Focus Moonbeam.
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Crystal Spike
The Crystal Spike spell is a targeted attack favored by the Monks of the Crystal Hand. Partly illusion and partly a remnant of ancient days before the Lunar Accord, this spell often includes a feint so that the real attack takes the target off guard. Targeting has no useful effect, but the spell is fairly accurate anyway, and usually strikes twice, emulating the martial style of the Monks.
Requirements: 40th Circle, Clarify Gem.
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· spell lists ·
moon mage
guild ·
magic guide |