The school of Moon Magic
The Path of Luna Crescens lies visible only to those who follow the Spirit. Those stoic soul-searchers faithful to the Spirit are ever aware of time, the passage of it, and the changes it brings through the cycles of night and day, summer and winter.
Moonphasers bask in the power of night’s shining light, waxing and waning into mentalism (mastering mind and body), shamanism (embracing both Spirit and Nature) and clericism (harnessing cleansing and protective energies).

Shaman
Shamans call forth the primitive and primal powers of the nocturnal.
Shamans hold grave respect for life and death and celebrate all transformations in between.
Shamans bridge the divide between spirit world and physical.
Moonphasing requires specifically prepared candles, set to burn at different rates to release different aromas to bask in as the Spirit magica coalesces around the moonphaser. The order, arrangement, and time delay between candle-lighting form the foundation for lunar magica. As a result, moonphasers are often patient, disciplined and balanced in both fortitude and resilience.

The art of candle creation is a separate craft and tradition. The Guild of CandleKeepers holds highest distinction in that regard. Their outposts are always social and political hubs for followers of the Spirit.

(+1 spell, -5 mins)
1 – Dispel, Regen 1
2 – Aura Dispel
3 – Dispel 2, Regen 2
4 – Aura Dispel 2
Mentalism
(all styles grant +1 martial and staves)

(Moonphase +1)
1 – Lunar Clarity (+1 RT, mental res 35, detect magica)
2 – Mental Calculus (true-sight)
3 – Know Intent
4 – Planar Detect

1 – Cold Res 35
2 – [+1 Str] Stealth 45
3 – Shadow Strike (3d4)
4 – Leopard Fang

1 – Toxic Res 35
2 – [+1 Dex] Precision (+3 Att)
3 – Paralyze (2d4)
4 – Crane Kick

1 – Physical Res 35
2 – [+1 Con] Harden (+2 Arm)
3 – Rake (2d4) Bleed
4 – Tiger Claw

1 – Magic Res 35
2 – [+1 Agi] Death Dance 12 (17 Crit)
3 – Triple Strike (2d4)
4 – Cobra Strike

1 – Disease Res 35
2 – [+1 Str, +1 Agi] Evasion (+3 Def)
3 – Cripple (2d4+2, -1 all stats)
4 – Dragon Fist
Clericism

(mp to hp, 5 mins)
1 – Force Shield (absorb element dmg), +5% Res
2 – Arcane Shield (absorb arcane dmg), +10% Res
3 – Ethereal Shield (absorb effects, small dome), +15% Res
4 – Planar Shield (absorb greater effects, large dome), +20% Res

(grants counter res)
1 – Heal [lvl/2]d4 HP, Minor Cure, +10% res
2 – Heal [lvl/2]d6 HP, Major Cure, +20% res
3 – Heal [lvl/2]d8 Hp, Greater Cure, +35% res
4 – Heal [lvl/2]d10 HP, Cure All, +50% res

(18 [lvl]d4, 20 fatal)
1 – Turn 17 Lesser
2 – 1d4 Lesser, 1 Ethereal
3 – 2d4 Lesser, 1d4 Ethereal, 1 Greater
4 – 3d4 Lesser, 2d4 Ethereal, 1d4 Greater, 1 Eldrich

1 – Pacify 12 (+5 Cha)
2 – Slumber 12 (1d3)
3 – Sleepwalk 12 (minor control, 1d3 rds)
4 – Dreamscape 12 (aura slumber, multiple minor controls)

1 – Time Slow 12 (-2 enemy RT) 1d4
2 – Teleport 12 (30 ft)
3 – Focus Strike 12 (Crit Hit)
4 – Hold Time 12 1d4

1 – Turn Time (1d4 yr, 10, 100, 1000)
2 – Time Capture 1d4
3 – Reverse Time 1d4
4 – Time Step 1d4
Shamanism







