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I've tried to keep this as up
to date as possible, including the scrolls, so if I've missed anything please
feel free to
contact
and thwap me upside the head. I'm not going to tease any of you with spells that
might or might not come, so only the spells available to us will be listed.
Chapters:
Scrolls
Perception
Psychic Projection
Moonlight Manipulation
Transduction
Stellar Magic
|
Scrolls
Heavy
Moonblade [ hm ] |
| Requires Moon blade.
The Heavy Moonblade spell is similar to
Moonblade, but creates a larger weapon similar in many respects to a
broadsword. |
| Steelstar |
| Requires Moonblade.
The Steelstar spell is similar to Moonblade,
but creates a small, sharp star-shaped throwing weapon. |
| Seal
of Deflection [ sod ] |
| No Prerequisites.
Seal of Deflection deflects targeted spells
which do puncture damage and can also affect those which do impact damage.
It drains the caster's harness directly, though unless it is actively
defending the player, harness is used slightly slower than it's recovered
naturally. |
| Darkness |
Requires Shadows.
The Darkness spell shrouds everyone in the
room in a cloak of shadows, hiding them.
| Shadow
Web |
| No Prerequisites.
Creates an
ebony web of shadowy lines that attempt to wrap around all persons in a
single room, rendering everyone immobile; including the caster. After
time, the tendrils arching about the area will fade to where they come
from, and you may cast it again.
Note:
While the targets (including yourself) are webbed, spells are still able
to be cast. |
|
Perception |
| Clear
Vision [ cv ]
No Prerequisites.
The Clear Vision spell merely enhances
one's perception. It may be useful when casting other Perception spells. |
|
Piercing Gaze [ pg ] |
| Requires Clear Vision.
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. |
| Locate |
| Requires Clear Vision.
The Locate spell shows you a vision of
another person's location. |
| Distant
Gaze [ dg ] |
| Requires Clear Vision, Focus Moonbeam.
The Distant Gaze spell allows you to
watch the goings-on where you have a moonbeam focused. |
| Seer's
Sense [ seer ] |
| Requires Locate.
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. |
| Aura
Sight |
| Requires Clear Vision, and 6 mana to
be cast. Aura Sight improves your mystical senses, improving your tie to
the Plane of Probability and your ability to sense mana. This has the
indirect benefit of helping both your magic and your enchanting.
Unfortunately, this spell has a price, and will hinder your normal
perception as long Aura Sight is in effect. |
|
Psychic
Projection |
|
Hypnotize |
| No Prerequisites.
The Hypnotize spell forces its `victim'
to relax for a moment, preventing it from attacking and possibly from
moving at all.
Note:
Nestled between the Calm and Immobilizing effects are ways to command
critters to take actions: to flee, lie down, bow to you, etc, which can
be detrimental to the critter as well as fun at parties.
|
| Mental
Blast [ mb ] |
| Requires Hypnotize.
The Mental Blast spell sends a jolt of
mana directly into the target's brain. |
| Confusion |
| Requires Hypnotize.
The Confusion spell triggers a series of
bewildering impulses in the victim's brain. The effects vary. |
| Shadow
Scribe [ ss ] |
| Requires Distant Gaze.
The Shadow Scribe spell allows you to
carve out a short message in light, at the location of a focused
moonbeam, while the Distant Gaze spell is in effect. It will also allow
you to strengthen that moonbeam if you so choose. |
|
Psychic Shield [ psy ] |
| Requires Hypnotize, level 5.
The Psychic Shield spell offers a defense
against mental and spiritual attacks. It is weakened by each blow
against the psyche it absorbs, and wears off gradually over time. |
|
Shadowling |
| Requires Psychic Shield, Focus
Moonbeam. 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. |
|
Shadow Servant [ shs ] |
Requires Shadowling.
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. It
takes 44 mana to summon one, so if you're unsure of your harnessing
abilities you should not choose this spell.
Note:
Minimum prep is at 44, not for the light-of-mana. Once it's summoned,
simply give your item to the servant, and when you wish for it back, ask
the servant for the item. Also, two more things. It eats food, like
say..moldy cheese, so don't be getting angry when you can't get it back.
Casting piercing gaze on the servant is also helpful, as it allows you
to see what's in its belly. |
|
Thoughtcast |
| Requires Seer's Sense.
Thoughtcast allows the caster to contact
a person he is linked with via Seer's Sense with a single ESP message. |
|
Moonlight
Manipulation |
| Shadows |
| No Prerequisites.
The Shadows spell diverts light away from
the target, enhancing one's ability to hide. |
| Focus
Moonbeam [ fm ] |
| Requires Shadows.
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. |
| Dazzle |
| Requires Shadows.
The Dazzle spell bathes the target in a
bright flash of moonlight. The flash will disorient the target and cause
them to stop in their tracks. The intensity of the flash depends on the
amount of power you invest in the spell. |
|
Refractive Field [ rf ] |
| Requires Shadows.
The Refractive Field spell renders the
caster invisble -- or nearly so. It's not perfect, especially in
daylight. Others may see a faint glimmer. It lasts while you hold enough
mana for it. |
|
Tezirah's Veil [ tv ] |
| Requires Clear Vision, Shadows.
The spell of Tezirah's Veil will blind
your opponent with all the possible actions it, or those around it, can
take. This will lower its ability to evade, parry or block your attacks. |
| Shift
Moonbeam [ sm ] |
| Requires Distant Gaze, Refractive
Field. The Shift Moonbeam spell allows
you to move a focused moonbeam from a distance. You must internalize
mana to use this spell, so cast it, then just gesture in the direction
you want your moonbeam to move. |
|
Dinazen Olkar [ do ] |
| Requires Shadows, TKT.
The spell creates an edged rope of
shadows that attempts to rip body parts away from your target. The
damage this spell does will rely on your abilities at targeting your
opponent, as well as the amount of power you put into the spell. |
|
Crystal Spike [ crs ] |
| Requires Clarify Gem.
The Crystal Spike spell is a targeted
attack favored by the Monks of the Crystal Hand. The attack is delayed,
and 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. Be warned that the spell may turn against the caster if the
target escapes before the attack commences. |
| Clarify
Gem [ cg ] |
| Requires Dazzle, Focus Moonbeam, and
Piercing Gaze. The Clarify Gem spell
focuses moonlight through a gem, removing flaws and increasing its
value. You must be near a moonbeam you have focused, and you must use
Piercing Gaze to inspect the gem first. |
|
Transduction |
|
Telekinetic
Throw [ tkt ] |
| No Prerequisites.
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. |
| Burn |
| Requires Focus Moonbeam.
The Burn spell concentrates an intense
moonbeam on its target, scorching it or setting it on fire. |
| Moonblade |
| Requires Telekinetic Throw, Burn.
The Moonblade spell channels the
light-fire of the moons into a lightweight rapier-like blade excellent
for slashing and thrusting. The blade is sturdy, but lasts only for a
short while, and must not leave your hand. |
| Teleport |
| Requires Focus Moonbeam, Telekinetic
Throw. 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. |
|
Telekinetic Storm [ tks ] |
| Requires Psychic Shield, Telekinetic
Throw. The Telekinetic Storm spell hurls
all lightweight loose objects in the area at the target. While the force
behind each individual object is less than in the Telekinetic Throw
spell, it is exceedingly difficult to dodge more than one or two flying
objects. |
| Moon Gate
[ mg ] |
| Requires Teleport, level 25.
The Moon Gate 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. |
| Unleash |
| Requires Mental Blast, Telekinetic
Throw. 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. |
|
Whole Displacement [ wd ] |
| Requires Teleport.
This spell attempts to displace the
target a short distance, perhaps out of combat or even to a nearby area. |
|
Contingency |
| Requires Seer's Sense, Teleport.
A spell for emergencies, Contingency will
teleport the mage, should he die, to the location of either his moonbeam
or to the feet of the person he is linked with via Seer's Sense. |
| Imbue |
| Requires 20th level, Focus Moonbeam.
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. |
| Ripple |
| Requires: Whole Displacement, Level
20. The Ripple spell will create an area of unstable teleportation
energy that tends to wink creatures and items out of existence. |
| Riftal Summons |
| Requires: Whole Displacement, Seers
Sense. Riftal Summons allows the caster to summon a person linked by way
of Seer's Sense to the casters location for a limited amount of time.
Once that time is up, the summoned 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 such time
as the summoned can be pulled via the rift to their original location. |
| Shear |
| Requires: Psychic Shield. 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.
Note: A
nice spell, the only problems being right now that one can't personally
destroy the shear fire themselves. But as long as you always travel in
pairs, you'll have someone to Tezirah's Veil, or Seer's Sense it off for
you. |
|
Stellar Magic |
|
Starlight Sphere [ sls ] |
| Requires Telekinetic Throw, Burn,
level 40. Uses the energy of the stars to
create a cold sphere of stellar magic that can be directed by the caster
towards an enemy. The spell is considerably weaker when the sky is
hidden by clouds, but can be cast indoors. Casting during the day is
simply not advisable.
Note:
While casting during the day is not advisable, neither is letting it
follow you around through water! |
|
Shadewatch Mirror [ shm ] |
| Requires
Distant Gaze.
Forms a gazing mirror in the area, available for anyone to peer through
to see a target person.
Note:
Thanks to Telandrel for bringing this to my attention, but Thoughtcast
is NOT needed for this spell. It just helps. |
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