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    Bugbear in the Playground
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    Default Moon/Lunar spells [3.5/pathfinder]

    As water and tentacle spell threads, make up Moon based spells!

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

    Moonbeam
    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?

    Moonboon
    a healing effect based on lunar energies.

    Mooncloak
    a cloaking - invisibility progression line based on moon magic.

    Lunar Madness
    Confusion line, based on mind distorting qualities of the moon.
    Last edited by Cipher Stars; 2011-07-09 at 10:24 PM.

    My Homebrew

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    Orc in the Playground
     
    Domriso's Avatar

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    Default Re: Moon/Lunar spells

    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.

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    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Moon/Lunar spells [3.5/pathfinder]

    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:
    1. 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
    2. Crescent (Su): At 2nd level, force damage to 1 opponent
    3. Quarter (Su): At 3rd level, force & cold damage to 1 opponent
    4. Gibbous (Su): At 4th level, force, cold & electricity damage to 1 opponent
    5. Full Moon (Su): At 5th level, force, cold, electricity & acid damage to 1 opponent
    6. Crater (Sp): At 6th level, like a nerfed meteor swarm
    7. Lunatic (Sp): At 7th level, like a temporary insanity
    8. Tidal Stress (Su): At 8th level, force damage to multiple targets
    9. Meteoric Fall (Sp): At 9th level, just like meteor swarm
    10. Eclipse (Su): At 10th level, darkness & death effect to multiple targets

  4. - Top - End - #4
    Orc in the Playground
     
    The Witch-King's Avatar

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    Default Re: Moon/Lunar spells [3.5/pathfinder]

    I made up the Black Portal, Black Moon and Green Moon cards for the Cartomancy project. 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
    Abjuration
    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...
    Last edited by The Witch-King; 2011-07-10 at 04:20 PM.

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