View Full Version : Moon/Lunar spells [3.5/pathfinder]

Cipher Stars
2011-07-09, 10:11 PM
As water and tentacle spell threads, make up Moon based spells!

a spell to cast a limited solar eclipse over an area.

a destructive silvery beam from the sky.

Lunar Ray
Would be similar to Lightning bolt/Fireball/ice lance in effect and level, only relying on a ray of silvery light, with some moon-based effect perhaps?

a healing effect based on lunar energies.

a cloaking - invisibility progression line based on moon magic.

Lunar Madness
Confusion line, based on mind distorting qualities of the moon.

2011-07-09, 10:15 PM
I've always liked the idea of an eclipse spell. It's just fun.

The other two make sense. If you use it, Radiant damage would work well. Another possibility would be blindness, 'cause, well, duh, or maybe confusion, since a lot of people think the moon causes madness.

As for other spells dealing with the moon, tidal effects could be cool. In the same way, concealment spells (like how the shadow of the earth covers the moon) might work. Some people also ascribe healing to the moon, so you could use that, too.

Zeta Kai
2011-07-09, 11:40 PM
I had a series of mage PrCs that I never finished. One of them was a Lunamancer, who would gain moon-based abilities as it progressed. I never finished them, but here's the list of class features that I had planned for it:

Bad Moon Rising (Su): At 1st level, once per day per class level, a Lunamancer can force an opponent to re-roll any one roll they have made
Crescent (Su): At 2nd level, force damage to 1 opponent
Quarter (Su): At 3rd level, force & cold damage to 1 opponent
Gibbous (Su): At 4th level, force, cold & electricity damage to 1 opponent
Full Moon (Su): At 5th level, force, cold, electricity & acid damage to 1 opponent
Crater (Sp): At 6th level, like a nerfed meteor swarm
Lunatic (Sp): At 7th level, like a temporary insanity
Tidal Stress (Su): At 8th level, force damage to multiple targets
Meteoric Fall (Sp): At 9th level, just like meteor swarm
Eclipse (Su): At 10th level, darkness & death effect to multiple targets

The Witch-King
2011-07-10, 02:07 AM
I made up the Black Portal, Black Moon and Green Moon cards (http://www.giantitp.com/forums/showpost.php?p=6772507&postcount=105) for the Cartomancy project (http://www.giantitp.com/forums/showthread.php?t=92729). Some of the spells:

Call of the Lunar Dragons
Conjuration (call)
Base DC: 40
Level: 8
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Effect: The spell calls forth from the moon Lunar Dragons: either one of up to 24 HD or up to three of whose total HD are not more than 24. Specific ones may be requested by name. Use stats for Wyverns with the following modifications: immunity to cold damage, burrowing (20'), no need to breathe.

Once the lunar dragons arrive, the caster must negotiate what task they should do & what they get in return. The following table gives an idea of the cost in money, items, etc.
Time Required Payment
up to 1min/lvl 100gp / HD
up to 1hr/lvl 500gp / HD
up to 1day/lvl 1,000 / HD
Difficulty Modifier
Matches Alignment 50% less
Non-hazardous 50% less
Very Dangerous 100% more
Suicidal no deal
When the task is complete, the lunar dragons inform the caster of their deeds & then return home.

Black Moon Missile
Evocation (Shadow) [Force]
Base DC: 15
Level: 1
Range: Medium (100 ft. + 10 ft./level).
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Effect: A missile of dark magical energy darts forth from your fingertip and strikes its target, dealing 1d6+1 points of force damage. Each missile requires a ranged touch attack to hit. Inanimate objects are not damaged by the spell. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for the touch attack.
Effect Increment: For every 6 DC you add to the difficulty of casting this spell you gain an additional missile up to the maximum of five missiles. Two missiles make this a 3rd level spell; three missiles make it a 5th level spell; four missiles make it a 7th level spell and all five missiles make it a 9th level spell.

Dark of the Moon
Base DC: 35
Level: 6
Range: Touch
Target: One lycanthrope.
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
Effect: The power of the moon is withdrawn from the touched lycanthrope. It is no longer able to change to either its animal or hybrid forms and if it already changed, it immediately reverts to its humanoid form. The lycanthrope cannot change forms until the duration of the spell has ended. A fortitude save negates this but the lycanthrope still loses its damage reduction even if it makes the save. Lycanthropy is not contagious during the spell's duration. Should the lycanthrope fail the fortitude save, it may make another save in the next round. If it makes this second save, the duration of the spell is cut in half.

Effect Increment: Increasing the DC of this spell by 6 increases the duration by 1 round and the effective spell level by one.

EDIT: Methinks we haven't had a spell contest in a while and that this would make a good theme...