| Aura Sight | 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 you re enchanting. Unfortunately, this spell has a price, and will hinder your normal perception as long Aura Sight is in effect. |
| Burn | The Burn spell concentrates an intense beam of light on its target, scorching it or setting it on fire. |
| Clear Vision | The Clear Vision spell merely enhances one's perception. Rumors persist that Nomads of the Crystal Mountains have an advantage when using this spell. |
| Confusion | The Confusion spell triggers a series of bewildering impulses in the victim's brain. The effects vary. |
| Contingency | A spell for emergencies, Contingency will teleport the mage, should he die, become stunned, or disabled, to the location of either his moonbeam or to the feet of the person he is linked with via Seer's Sense. Like all teleport magic, it requires that the moons are visible, or the Contingency spell will fail. |
| Crystal Spike | The Crystal Spike spell is a targeted attack favored by the Monks of the Crystal Hand. This spell 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, and usually strikes twice, emulating the martial style of the Monks. |
| Dark Ropes | This spell creates an edged rope of shadows that attempts to rip body parts away from the target. Damage naturally depends upon your abilities at targeting as well as the amount of power you can put into the spell. |
| Darkness | The Darkness spell shrouds everyone in the area in a cloak of shadows, hiding them. |
| Dazzle | The Dazzle spell bathes the target in a bright flash of moonlight. It's such a bright flash that it will disorient the target and causes them to stop in their tracks. The intensity of the flash depends on the amount of power you put into the spell. Dazzle tends to react violently with moon weapons, but if you cast it on a Moonblade or Steelstar, the resulting shards from the explosion can be useful for Telekinetic Throw. The Dazzle spell is also useful for Enchanters. |
| Distant Gaze | The Distant Gaze spell allows you to watch the goings-on where you have a moonbeam focused. Though it is not the most powerful scry- ing tool available, it works well for guard duty, where one can be aware of people or creatures approaching an area -- such as outside a home or on the entry path to a dangerous hunting area. In addition to this, Distant Gaze's magical clairvoyance has the interesting side effect of providing a boost to power perception skill. While not as formidable as spells like Aura Sight, this benefit will last as long as the caster is watching his moonbeam. |
| Focus Moonbeam | This 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. |
| Hypnotize | The Hypnotize spell forces its 'victim' to relax for a moment. While under Hypnotizes effects, a creature will not be able to attack, and a good cast will make a creature susceptible to commands from the caster. A potent cast may even keep it from moving at all. |
| Imbue | The Imbue spell energizes an object with an intense level of Lunar mana, readying any useless item into something that an enchanter can use. It takes two castings of this spell to fully prepare an item, though complex objects will often resist the process. Larger objects require greater amounts of mana to successfully imbue. Some Mages who can't enchant still take this spell to help those that can as apprentices. |
| Invocation of Energy | Builds a complex mass of Lunar energy around the caster in two stages, creating a ritual circle. The caster can invoke this circle to draw its energy into him, temporarily bolstering his mind and body with the forces of the heavens. The spell must be cast under the open sky, and at least two moons must be represented in some way: either from above the horizon or in a ritual component. Which faculties the ritual's energy strengthens depends on which moons the caster calls upon. Be warned that a mortal body can only integrate the energy of one type of circle at a time! Attempting to invoke multiple variations of the ritual in short order is hazardous to the caster's health. |
| Locate | The Locate spell shows you a vision of another person's location. Using more mana will allow you to see further locations further away. If you have the skill, you can cast at yourself or without a target and Locate will scry the locations of nearby creatures. |
| Mental Blast | The Mental Blast spell sends a jolt of mana directly into the target's brain, often incapacitating the victim and possibly causing them to drop whatever they're holding. |
| Mind Shout | Simply put, this spell will generate a mental attack against all at the location of a focused moonbeam. Be warned that it's possible for this spell to feedback if you try to attack too many enemies at once ! |
| Moon Gate | The Moongate 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. |
| Moonblade | 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 may never leave your hand. Those with greater knowledge in heavier edges will find that their created weapons will reflect this talent, becoming aptly suited for that skill. |
| Nights Sense | It rarely befits an aspiring master of the moonlit nights to stumble around with a torch. Nights Sense is a simple spell that translates the subtle shifting of shadow and mass into a sense. This allows the caster to function perfectly in the dark, even compensating for any trouble he may have foraging for objects in the dark. |
| Partial Displacement | A very disturbing targeted spell which launches unstable teleportation energy at the target which activate on impact, potentially causing bits and pieces of said target to appear ... elsewhere. A quite gruesome spell, it's not something any self-respecting scholar would ever admit to using. Some consider this spell to be unethical. |
| Piercing Gaze | 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. |
| Psychic Shield | The Psychic Shield spell offers a defense against mental spells and attacks. It is weakened by each blow against the psyche it absorbs, but wears off gradually over time regardless. |
| Refractive Field | The Refractive Field spell renders the caster invisible -- 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. |
| Riftal Summons | Riftal Summons allows the caster to summon a person linked by way of the Seer's Sense spell to the caster's location for a limited amount of time. Once that time is up, the summoned person 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 the summoned can be pulled via the rift back to their original location. |
| Ripple | The Ripple spell will create an area of unstable teleportation energy that tends to blink creatures and items out of existence. Be warned that this is a very difficult spell to handle. |
| Seal of Deflection | Seal of Deflection deflects incoming offensive spells. It may be replaced anew with further casts, but its protection will drain down as it wears off. |
| Seers Sense | 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 self cast, the caster's foresight improves, allowing him to predict incoming attacks. |
| Shadewatch Mirror | The knowledge of the Shadewatch Mirror spell has been limited, privileged members of the Monarchy of Ulthwe, and the Council since its inception. |
| Shadow Servant | 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. The spell takes a lot of effort to cast, so if you're unsure of your harnessing abilities you should not choose this spell. |
| Shadow Web | Shadow Web was perfected by the Shadow Elementals, and many feel the spell is tainted by their foul touch. It will generate a dark web of pure shadow across the area, entrapping all who are unlucky enough to be snared in its dark embrace. Be warned of two things: Shadow Web does not function in watery areas, and the caster is not immune to the web. |
| Shadowling | 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. It's just a little creature used to mostly entertain the caster. |
| Shear | 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. |
| Shift Moonbeam | The Shift Moonbeam spell allows you to move a focused moonbeam from a distance. You must internalize mana streams to use this spell, so cast it then just gesture in the direction your want your moonbeam to move. If you don't have Distant Gaze cast on your moonbeam, though, you may be moving it blindly. Working in conjunction with the Locate spell, it is possible to move your moonbeam directly to a near-by person. |
| Starlight Sphere | For ages, the Starlight Sphere spell was thought to be a myth, and so has not been taught. There are rumors that the knowledge of this spell is in the hands of Vardatari Fearriel who runs Lanta-Fearriel Academy. People believe that this spells effect is to use the stars as weapons, calling them down to attack people much like the Meteor Swarm spell. However instead of balls of fire like Meteors, the spheres are made up of pure lightning with an after effect causing people to become permanently blind. |
| Steelstar | The Steelstar spell is similar to Moonblade, but creates a small, sharp star-shaped throwing weapon. It makes for some interesting combinations with the Dazzle spell, should you manage to lodge one in a target creature. |
| Telekinetic Storm | The Telekinetic Storm spell hurls any lightweight loose objects in the area at random targets. Be warned that while the caster is safe, both friends and enemies can fall victim to the spell. |
| Telekinetic Throw | 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. If you have the Dazzle and Moonblade spells, you can create small slivers which will be chosen by Telekinetic Throw rather than a random item on the ground. With skill and knowledge of the Telekinetic Storm spell, you can hurl multiple objects at once. |
| Teleport | 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. This is quite a difficult spell, but the more mana you use, the further away you can go and still teleport back to your moonbeam. |
| Thoughtcast | Thoughtcast allows the caster to contact a person he is linked with via Seer's Sense with a single ESP message. If that person has a Seer's Sense link with others, the message may cascade to them as well. |
| Tiametes Veil | The spell of Tiamete's Veil will blind your opponent with all the possible actions it, or those around it, can take, effectively making them slower, clumsier, and less quick to react. It is rumored that members of the Progeny have an easier time with this spell. |
| Whole Displacement | Whole Displacement uses teleportation energy to move a target a short distance, perhaps out of combat or to a nearby area. Not only is it handy to displace friends and enemies, but it should also prove useful to the caster in escaping from difficult foes. |