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Moon Magic

June 8th, 2015

Alex Riggs

Obscure Arcana Archive

Today is the end of Moon Week here at Necromancers of the Northwest, and while it’s time for the week devoted to our favorite celestial body to come to the end of its cycle, there’s still plenty of lunar magic left, so without further ado, here are some moon-themed spells.

 

LUNACY
School enchantment (compulsion) [mind-affecting]; Level bard 2, bloodrager 3, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (powdered moth wings)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; see text; Spell Resistance yes

This spell functions as the spell confusion, with a few differences. If the spell is cast on the day of the full moon, no saving throw is allowed. If it is cast within one day of the full moon (the day before, the day after, or the day of), then each round, when rolling to determine how the affected creature acts, the creature rolls twice and uses the worse result. If the target is outside in direct moonlight when this spell is cast, it suffers a –2 penalty on its saving throw. However, if the spell is cast during the day, the target gains a +2 bonus on its saving throw, instead.

 

MOON’S GUIDING LIGHT
School evocation [light]; Level bard 2, cleric 2, druid 2, inquisitor 2, occultist 2, paladin 1, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S, F (a chunk of moonstone)
Range see text
Effect radiant moonlight
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no

You cause the moonstone used as a focus for the spell to glow with a powerful silvery light, increasing the light level to normal in a 30-foot-radius area, and increasing it by one step (to a maximum of normal) for another 30 feet beyond that. Additionally, this light specifically reveals hidden things, granting a +8 bonus on Perception checks made to notice hidden creatures or objects in the spell’s first 30 feet, and a +4 bonus for the 30 feet beyond that. Additionally, the saving throw DC to disbelieve any illusions within the light is reduced by 2 (or by 1, at a range of 30 to 60 feet). The light created by this spell also counts as moonlight for the purposes of creatures, objects, and effects specifically affected by exposure to moonlight (it does not, however, have any impact on creatures affected by phases of the moon, such as lycanthropes).

 

SUMMON MOON-BEAST
School conjuration (summoning); Level bard 5, occultist 5, psychic 6, sorcerer/wizard 6, summoner 5, witch 6
Casting Time 1 standard action
Components V, F (a specially-crafted flute worth 2,000 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned moon-beast; see text
Duration 1 round/level; see text
Saving Throw none; Spell Resistance no

By playing a mystic and eldritch tune not meant for mortal ears, you can summon a moon-beast from the domain of dreams, to fight on your behalf. This functions as summon monster I, with a few exceptions. The creature summoned is always a moon-beast. Each round, as a move action, you must continue to play the song used to summon the creature, requiring a successful DC 15 Perform (wind instruments) check. Failure on this check indicates that the summoned moon-beast breaks free of your control, and can act as it chooses (most likely attacking you).

If cast while in the domain of dreams, this spell functions differently, serving instead as an invitation to a nearby moon-beast to reach out to you. The moon-beast may choose whether or not to answer the call, arriving before you instantaneously if it chooses to do so. Once it arrives, it is free to do as it pleases, and its attitude towards the caster is typically unfriendly (but not hostile). When cast in this fashion, the spell is treated as a conjuration (calling) spell, and its duration is instantaneous.