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Spells

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.