# Lunar Magic



# Lunar spell list

#### BARD

##### Cantrips (0 level spells)

Freezing Snare  
Glyph of Mirithlen  
Instill Moonlight  
Moonlit Captivation  
Trifold Goddess’s Amulet  
Trifold Goddess’s Gaze

##### 1st level spells

Gleam  
Horror  
Lunar Glamour  
Lunar Runes  
Mirithlen’s Kiss  
Moonrain  
Moonstairs

##### 2nd level spells

Blade of the Four Moons  
Fare for Memories  
Mooncloak  
Moonluck  
Moonsong of Renewal  
Shroud of the New Moon

##### 3rd level spells

Lunar Well  
Mirithlen’s Glow  
Selenite Litany  
Silver Graze

##### 4th level spells

Lunar Fascination  
Lunar Mirage  
Silver Cloak

##### 5th level spells

Lunar Fortitude  
Lunar Pact  
Moondream

##### 6th level spells

Lunar Aegis  
Silvery Truth Droplet

##### 7th level spells

Selenite Sight

##### 8th level spells

Exile to the Frozen Waste  
Obfuscated Mind  
Selenite Domination  
Selenite Perfection

##### 9th level spells

Judgement from Yore  
Lunar Marvel  
Lunar Nightmare

#### CLERIC

##### Cantrips (0 level spells)

Globe of Eclipse  
Instill Moonlight  
Trifold Goddess’s Amulet  
Trifold Goddess’s Gaze

##### 1st level spells

Gleam  
Horror  
Lunar Beacon  
Lunar Blessing  
Mirithlen’s Kiss  
Moonrain

##### 2nd level spells

Mooncloak  
Moonluck  
Moonsong of Renewal  
Nova Luna  
Plena Luna  
Spells and Rituals

##### 3rd level spells

Lunar Well  
Mirithlen’s Glow  
Selenite Litany  
Silver Graze

##### 4th level spells

Banner of the Moon Goddess  
Moon’s Eye

##### 5th level spells

Lunar Fortitude  
Lunar Pact

##### 6th level spells

Lunar Aegis  
Lunar Assault  
Lunar Defiance  
Silvery Truth Droplet

##### 7th level spells

Mirithlen’s Touch of Life  
Temple of the Moon  
Weeping of the Goddess  
8th level spells  
Exile to the Frozen Waste  
Lunar Blast  
Moon Whispers  
9th level spells  
Lunar Retribution  
Selenite Projection

#### DRUID

Cantrips (0 level spells)  
Globe of Eclipse  
Instill Moonlight  
Silver Droplet  
Trifold Goddess’s Amulet  
Trifold Goddess’s Gaze  
1st level spells  
Horror  
Lunar Beacon  
Lunar Glamour  
Mirithlen’s Kiss  
Moonrain  
Moonstairs  
2nd level spells  
Blade of the Four Moons  
Mooncloak  
Nova Luna  
Plena Luna  
3rd level spells  
Lunar Well  
Mirithlen’s Glow  
Moonamorphosis  
Silver Graze  
4th level spells  
Banner of the Moon Goddess  
Moon’s Eye  
Silver Thunderbolt  
5th level spells  
Command Lunar Phase  
Lunar Rancour  
6th level spells  
Lunar Aegis  
Lunar Assault  
Lunar Defiance  
Lunar Wayfaring  
7th level spells  
Lunar Regression  
Selenite Regeneration  
Weeping of the Goddess  
8th level spells  
Dreadful Eclipse  
Lunar Blast  
Moon Whispers  
9th level spells  
Lunar Meteor  
Selenite Projection

#### PALADIN

1st level spells  
Gleam  
Horror  
Lunar Blessing  
Mirithlen’s Kiss  
2nd level spells  
Mooncloak  
Moonsong of Renewal  
Plena Luna  
3rd level spells  
Shield of Eclipse  
Silver Graze  
4th level spells  
Banner of the Moon Goddess  
Silver Cloak  
5th level spells  
Lunar Fortitude  
Lunar Pact  
Selenite Weapon

#### RANGER

1st level spells  
Lunar Beacon  
Lunar Glamour  
Mirithlen’s Kiss  
Moonstairs  
2nd level spells  
Mooncloak  
Moonsong of Renewal  
Nova Luna  
3rd level spells  
Mirithlen’s Glow  
Moonamorphosis  
4th level spells  
Silver Cloak  
5th level spells  
Command Lunar Phase  
Lunar Rancour  
Selenite Weapon

#### SORCERER

Cantrips (0 level spells)  
Freezing Snare  
Globe of Eclipse  
Glyph of Mirithlen  
Moonlit Captivation  
Silver Droplet  
1st level spells  
Gleam  
Horror  
Lunar Beacon  
Lunar Glamour  
Moonrain  
2nd level spells  
Blade of the Four Moons  
Fare for Memories  
Shroud of the New Moon  
3rd level spells  
Shield of Eclipse  
Silver Graze  
4th level spells  
Lunar Mirage  
Silver Cloak  
Silver Thunderbolt  
5th level spells  
Lunar Rancour  
Selenite Weapon  
6th level spells  
Assault of the Black Moon  
Lunar Aegis  
Lunar Cage  
Selenite Transfiguration  
7th level spells  
Lunar Regression  
Mark of the Unknowable  
Spells and Rituals  
8th level spells  
Exile to the Frozen Waste  
Lunar Collapse  
Selenite Domination  
9th level spells  
Lunar Marvel  
Lunar Meteor  
Lunar Nightmare  
Selenite Projection

#### WARLOCK

##### Cantrips (0 level spells)

Freezing Snare  
Globe of Eclipse  
Glyph of Mirithlen  
Moonlit Captivation  
Silver Droplet  
1st level spells  
Gleam  
Horror  
Lunar Beacon  
Lunar Glamour  
Lunar Runes  
Moonrain

##### 2nd level spells

Blade of the Four Moons  
Fare for Memories  
Shroud of the New Moon  
3rd level spells  
Shield of Eclipse  
4th level spells  
Lunar Fascination  
Lunar Mirage  
Silver Cloak  
5th level spells  
Lunar Pact  
Moondream  
6th level spells  
Assault of the Black Moon  
Lunar Aegis  
NIGHTFELL  
7th level spells  
Mark of the Unknowable  
8th level spells  
Lunar Collapse  
Moon Whispers  
Obfuscated Mind  
9th level spells  
Curse of the Last Moon  
Lunar Nightmare

#### WIZARD

Cantrips (0 level spells)  
Freezing Snare  
Globe of Eclipse  
Glyph of Mirithlen  
Instill Moonlight  
Moonlit Captivation  
Silver Droplet  
1st level spells  
Gleam  
Lunar Beacon  
Lunar Glamour  
Lunar Runes  
Moonrain  
Moonstairs  
2nd level spells  
Blade of the Four Moons  
Fare for Memories  
Mooncloak  
Moonluck  
Nova Luna  
Plena Luna  
3rd level spells  
Lunar Well  
Shield of Eclipse  
Silver Graze  
4th level spells  
Lunar Handcraft  
Lunar Mirage  
Moon’s Eye  
Silver Cloak  
Silver Thunderbolt  
5th level spells  
Command Lunar Phase  
Lunar Meteor  
Lunar Pact  
Moondream  
Selenite Weapon  
6th level spells  
Assault of the Black Moon  
Lunar Aegis  
Lunar Cage  
Lunar Wayfaring  
Selenite Transfiguration  
Silvery Truth Droplet  
7th level spells  
Brand of the Unknowable  
Lunar Regression  
Selenite Sight  
8th level spells  
Exile to the Frozen Waste  
Lunar Collapse  
Obfuscated Mind  
Selenite Domination  
Selenite Perfection  
9th level spells  
Curse of the Last Moon  
Lunar Marvel  
Lunar Nightmare  
Selenite Projection  
Silver Chronosphere

# Lunar spells

CANTRIPS

#####   
Freezing Snare

Illusion Cantrip  
Level: 0  
Casting time: 1 action  
Range: 30 feet  
Components: S, M (a silver coin)  
Duration: Concentration, up to 1 minute  
The caster drops a silver coin wherever they can see within  
30 feet; the coin starts to swirl at incredible speed and shines,  
eventually floating in mid-air, 5 feet from the ground. The  
coin radiates a dim light in a 5 feet radius and emits a faint,  
continuous hiss. A creature ending its turn within the light  
radius or stepping into it for the first time in a turn must  
roll a Wisdom Saving Throw as any creature adjacent to the  
coin when the spell is cast. In case of failure, the creatures  
have Disadvantage on Attack and Initiative Rolls until the  
beginning of their next turn.  
Grabbing the coin immediately ends the spell, but only  
the caster can touch it without taking 1d4 cold damage.  
When the spell ends, the coin disappears and reappears in the  
hand of the caster.  
Cold damage increases by 1d4 at 5th level (2d4), 11th lev-  
el (3d4), 17th level (4d4).

##### Globe of Eclipse

Necromancy Cantrip  
Level: 0  
Casting time: 1 action  
Range: 120 feet  
Components: V, S  
Duration: 1 round  
The caster materialises an eldritch globe, designed as an  
eclipsing icy moon, in the space of a target creature within  
range. The caster can make a ranged spell attack with rays  
of necrotic energy spout from the globe. On a hit, the target  
1d6 necrotic damage and has Disadvantage on its next Saving  
Throw until the beginning of the caster’s next turn.  
If the target is Undead, the spell automatically bypasses  
any resistance to necrotic damage.  
Damage increases by 1d6 at 5th level (2d6), 11th level  
(3d6) and 17th level (4d6).

##### Glyph of Mirithlen

Abjuration Cantrip  
Level: 0  
Casting time: 1 action  
Range: self  
Components: V, S  
Duration: 1 round  
The caster moves their arms around, tracing the symbol of the  
Moon Goddess in mid-air. The caster gains resistance to damage  
dealt by spells or magic weapons until the end of their next turn.

##### Instill Moonlight

Evocation Cantrip  
Level: 0  
Casting time: 1 action  
Range: touch  
Components: V, S (salt, or Portulaca root)  
Duration: 1 hour  
The caster touches a small item (for example, a rock, a knife,  
a book). Whether the spell is cast indoors or outdoors, the  
item is infused with moonlight and casts bright light for 10  
feet and dim light for another 10 feet. Covering the item with  
something non-translucent obstructs its radiance.  
If the spell is cast during a Lunar Phase corresponding to  
the caster’s Birthmoon, its range increases by 30 feet for the  
bright light and by other 30 feet for the dim one. Also, the  
duration increases to 4 hours.  
The spell ends if cast again or if ended by the caster with  
a free action (blowing it out as a candle). If aimed at an item  
wielded or worn by a hostile creature, said creature gets a  
Dexterity Saving Throw to avoid the spell.

##### Moonlit Captivation

Enchantment Cantrip  
Level: 0  
Casting time: 1 action  
Range: self  
Components: S, M (an olive tree branch or a moonstone to  
hold in hand while casting the spell)  
Duration: Concentration, up to 1 minute  
The caster can cast this spell only when the moon can be seen  
in the sky or through windows and such, because they assim-  
ilate lunar magic to become more eloquent.  
Throughout the spell’s duration, the caster has Advantage  
on any Charisma check towards a non-hostile humanoid.  
When the spell ends, the target will not realize it was under  
a spell; actually, it might develop a potentially (at the GM’s  
discretion) unhealthy affection towards the caster.

##### Silver Droplet

Conjuration Cantrip  
Level: 0  
Casting time: 1 action  
Range: 60 feet  
Components: V, S  
Duration: instantaneous  
The caster makes their hand gleam with white light and flings  
a tiny sphere of light at a creature they can see to transmit  
their brightness.  
The target must make a successful Dexterity Saving Throw  
or take 1d8 radiant damage and be surrounded by silvery light  
until the end of its next turn; as long as it is illuminated as  
such, the target cannot hide nor become invisible, and it is  
revealed if already invisible.  
The caster can radiate an additional sphere of light, either  
against the same target or another, at 5th level (2 spheres),  
another one at 11th level (3 spheres), and another one at 17th  
level (4 spheres).

##### Trifold Goddess’s Amulet

Transmutation Cantrip  
Level: 0  
Casting time: 10 minutes  
Range: touch  
Components: S, M (a necklace or some twine)  
Duration: 8 hours  
The caster draws strength from lunar energies to transmute  
the material component in a replica of Mirithlen’s own  
necklace. The item displays a flaunting amethyst and can  
be worn or held to have Advantage on the next Intelligence  
(Investigation), Wisdom (Insight) or Wisdom (Perception)  
checks, if based on sight. When all three checks are made, the  
effect ends even within duration.  
When the spell ends, the item turns back to its original look.  
Only one item at a time can be enchanted by the same caster.

##### Trifold Goddess’s Gaze

Divination Cantrip  
Level: 0  
Casting time: 1 action  
Range: self  
Components: S  
Duration: 1 round  
A pale halo crowns the caster, while their eyes shine with  
white light. Their bond with lunar energy grants them accura-  
cy and courage. The caster has Advantage on the next Attack  
Roll they make before the end of their turn.

#### 1ST LEVEL SPELLS  


##### Gleam  


Divination  
Level: 1  
Casting time: 1 minute  
Range: self  
Components: V, S  
Duration: 8 hours  
The caster radiates a dim mystic luminescence for the duration  
of the spell. They have Advantage on Charisma (Persuasion)  
checks but have Disadvantage on Dexterity (Stealth) checks.  
The caster can end the spell as a free action at any moment.

##### Horror  


Necromancy  
Level: 1  
Casting time: 1 action  
Range: self  
Components: V, S  
Duration: 10 minutes  
Moonlight unveils the inner horror of the caster to whomever  
can see them. Creatures that are immune to the Frightened  
condition cannot be affected by this spell.  
The caster has Advantage on Charisma (Intimidation)  
checks for the duration of the spell. The caster can end the  
spell at any moment to choose a target they established eye  
contact with and have it roll a Wisdom Saving Throw. If it  
fails, the target becomes Frightened for one minute. At the  
end of its turn, the target rerolls its Saving Throw to end the  
effect immediately.

##### Lunar Beacon  


Evocation  
Level: 1  
Casting time: 1 action  
Range: 60 feet  
Components: V  
Duration: instantaneous  
Moonlight shines over a 20 feet area, revealing invisible items  
and creatures and inflicting them 2d4 radiant damage. Target  
creatures can make a Dexterity Saving Throw to avoid being  
revealed and to halve damage. Undead, Fiends and Aberrations  
automatically fail the Saving Throw.  
At higher levels: when the spell is cast using a 2nd lev-  
el slot or higher, damage increases by 1d4 for each slot level  
above 1st.

##### Lunar Blessing (ritual)  


Abjuration  
Level: 1  
Casting time: 1 hour  
Range: touch  
Components: V, S, M (25 gp of incense that gets depleted  
during the ritual)  
Duration: until the end of the current Lunar Phase  
The caster performs a ritual permeated by Moon’s power.  
Once the ritual is finished, one target that the caster can see  
within 10 feet benefits from the Moon’s blessing and adds  
1d4 to the result of every Saving Throw until the end of the  
current Lunar Phase.  
At higher levels: when the spell is cast using a 2nd level  
slot or higher, it affects an additional target.

##### Lunar Glamour  


Enchantment  
Level: 1  
Casting time: 1 action  
Range: 30 feet  
Components: V, S, M (a small white stone)  
Duration: Concentration, up to 1 minute  
One creature that the caster can see within 30 feet is com-  
pelled to stare at the moon, even if it is clouded or stared  
at from indoors or underground. The target must make a  
successful Wisdom Saving Throw, or it freezes in awe, its  
eyes set to the moon or where it thinks it should be and it is  
Incapacitated throughout the spell’s duration. The target can  
reroll its Saving Throw at the end of each of its turns or if  
taking damage (in which case, it has Advantage on the Saving  
Throw): a successful roll immediately ends the effect of the  
spell.

##### Lunar Runes  


Illusion  
Level: 1  
Casting time: 1 minute  
Range: touch  
Components: S, M (10 gp of ink that gets depleted by the  
spell)  
Duration: 100 days  
The caster inscribes up to 100 words on a scroll or a compara-  
ble surface to imbue it with Lunar Phase magic. The inscrip-  
tion disappears once finished and can only be revealed by the  
spell True Sight or by the moonlight of the same Lunar Phase  
during which it was inscribed.

##### Mirithlen’s Kiss  


Evocation  
Level: 1  
Casting time: 1 action  
Range: touch  
Components: V, S  
Duration: instantaneous  
This spell can only be cast directly under the moonlight.  
The caster touches a creature, and it regains an amount of  
hit points depending on the current Lunar Phase.  
•New Moon: 1d6 + Caster’s Primary Ability modifier  
•Ascending or Descending Moon: 1d8 + Caster’s  
Primary Ability modifier  
•Full Moon: 1d10 + Caster’s Primary Ability modifier  
Constructs and Undead are not affected by this spell.  
At higher levels: when the spell is cast using a 2nd level  
slot or higher, The amount of hit points healed increase by  
one die (1d6/1d8/1d10, depending on the Lunar Phase) for  
each slot level above 2nd.

##### Moonrain  


Conjuration  
Level: 1  
Casting time: 1 action  
Range: 10 feet  
Components: V  
Duration: instantaneous  
The caster conjures a 10 feet radius ray of light descending  
from above upon themselves. Any target within range takes  
1d6 radiant and 1d6 piercing damage (Saving Throw on  
Dexterity halves). Those failing the Saving Throw are also  
blinded and deafened until the end of the caster’s turn.  
At higher levels: when the spell is cast using a 2nd level  
slot or greater, radiant damage increases by 1d6 for each slot  
level above 1st.

##### Moonstairs  


Transmutation  
Level: 1  
Casting time: 1 bonus action  
Range: self  
Components: V, S  
Duration: Concentration, up to 1 minute  
The caster can climb or walk on moonlight, though it must be  
considered as Difficult Terrain.  
At higher levels: when the spell is cast using a 3rd lev-  
el slot or higher, duration increases to 1 hour. If the spell is  
cast with a 5th level slot or higher, the spell does not require  
Concentration.

#### 2ND LEVEL SPELLS  


##### Blade of the Four Moons  


Transmutation  
Level: 2  
Casting time: 1 bonus action  
Range: self  
Components: V, S  
Duration: Concentration, up to 1 minute  
The caster seizes a moon ray and solidifies it in a sharp blade.  
The blade lasts throughout the duration of the spell: it is a sim-  
ple weapon the caster is Proficient with. It deals 2d6 radiant  
damage and has the Light, Finesse and Ranged (20/60 feet  
range). If the weapon is thrown or dropped it disappears and  
reappears in the hand of the caster at the beginning of their next  
turn, if they have at least one free hand, otherwise the spell ends.  
The weapon gains special properties based on the current  
Lunar Phase:  
•New Moon: the weapon deals 4d6 necrotic damage in  
place of the 2d6 radiant damage.  
•Ascending Moon: any successful attack dealt with the  
weapon deals damage to an additional target in a 5 feet  
radius; said damage equals half the damage dealt to the  
primary target.  
•Full Moon: any successful attack gives the caster 2d6  
Temporary Hit Points and the target is Blinded until  
the end of the current turn.  
•Descending Moon: the weapon deals 2d6 cold damage  
in place of the 2d6 radiant damage; the weapon can  
be thrown and hits every target in a 60 feet long and 2  
inches wide line: targets must make a successful Dexterity  
Saving Throw, or they take the weapon’s damage. If they  
succeed, they take half the damage instead.  
At higher levels: when the spell is cast using a 3rd level slot or  
higher, damage increases by 1d6 for each slot level above 2nd.

##### Fare for Memories  


Enchantment  
Level: 2  
Casting time: 1 action  
Range: 100 feet  
Components: V, S, M (a silver coin the caster gifts to the  
target)  
Duration: instantaneous  
The caster gifts a silver coin, imbued with the Moon’s be-  
nign influence, to an unaware target. The target must make  
a Wisdom Saving Throw. In case of failure, the caster can  
choose an effect among the following:  
•The target forgets one of its prepared or known spells of  
3rd level or lower until it takes a Long Rest  
•The target forgets the events of the last 2d6 minutes.  
It keeps only vague sensations and feelings (anger,  
fear, sadness) related to its lost memories. It would be  
receptive to any explanation about the blank, though.  
•The caster has access to a specific memory of the  
target in the form of a mental image which lasts about  
6 seconds. The image is flawed in minor details and  
filtered through the target’s perspective, but it is reliable  
enough in its major features. The target does not forget  
said memory in the process.  
The target whose Saving Throw failed has no clue as to the  
spell it was under or its effects, but lack of plausible expla-  
nation regarding its momentary confusion would arouse  
suspicion.  
At higher levels: when the spell is cast using a 3rd level  
slot or higher, it affects one additional target every 2 slot levels  
above 2nd (the caster still has to give a silver coin to each of  
the new targets).

##### Mooncloak  


Abjuration  
Level: 2  
Casting time: 1 action  
Range: touch  
Components: V, S, M (a silver pendant worth at least 50 gp)  
Duration: 1 hour  
The target is protected by the reflection of moonlight for the  
duration of the spell. Thus, they get a +1 bonus to AC and  
Saving Throws. If the spell is cast during the Lunar Phase  
corresponding to the Birthmoon of the caster, any bludgeon-  
ing, piercing, and slashing damage that the target takes is  
reduced by 1.  
At higher levels: when the spell is cast using a 3rd level  
slot or higher, the slashing, bludgeoning and piercing damage  
that the target takes is reduced by 1 for each slot level above  
2nd (up to 5th or 6th level).

##### Moonluck  


Divination  
Level: 2  
Casting time: 1 minute  
Range: 10 feet  
Components: V, S, M (a silver cup worth at least 100 gp)  
Duration: 1 hour  
The caster pleads the Moon to bestow her fortune upon a  
consenting creature that the caster can see. When a crea-  
ture under the effects of this spell makes an Attack Roll, a  
Saving Throw or an Ability check, they may choose to reroll  
and keep either result. Once this is done, the spell effect ends  
immediately.  
At higher levels: when the spell is cast using a 4th level slot  
or higher, it affects one additional target every 2 slot levels above  
2nd (two targets at 4th, three targets at 6th, four targets at 8th).  
Moonsong of Renewal (ritual)  
Evocation  
Level: 2  
Casting time: 1 action  
Range: 20 feet  
Components: V  
Duration: instantaneous  
This spell must be cast under direct moonlight.  
Creatures within the range of effect can spend up to 1 Hit  
Dice to recover as many Hit Points as the result of the roll,  
plus the caster’s primary ability modifier.  
At higher levels: when the spell is cast using a 3rd level  
slot or higher, the maximum amount of expendable Hit Dice  
increases by 1 for every two slot levels above the 2nd.  
Nova Luna  
Evocation  
Level: 2  
Casting time: 1 action  
Range: self  
Components: V, M (a pearl and a black velvet sack)  
Duration: Concentration, up to 10 minutes  
The caster creates a sphere of semi-darkness in a 30 feet radi-  
us around them, lasting throughout the duration of the spell.  
The magical semi-darkness spreads around corners. Any nat-  
ural source of light within the spell radius will radiate only a  
dim light. Magical lights created by 2nd level spells or lower  
do the same. Also, any effect depending on Lunar Phases will  
count as in the New Moon Phase within the spell radius.  
On the other hand, if the spell is cast during the New  
Moon Lunar Phase, the semi-darkness becomes magical  
darkness which obfuscates any kind of normal sight (even  
Darkvision) except the caster’s. Sources of light, whether nat-  
ural or deriving from a 2nd level spell or lower cannot pene-  
trate this darkness.  
This spell does not work during the Full Moon Phase.  
NIGHTFELL  
194  
Plena Luna  
Evocation  
Level: 2  
Casting time: 1 action  
Range: self  
Components: V, M (a pearl and a white silk sack)  
Duration: Concentration, up to 10 minutes  
The caster creates a sphere of silvery light in a 30 feet radius  
around her, lasting throughout the duration of the spell. The  
magical light spread around corners. The sphere itself is made  
of blinding light and radiates a dim light in a 30 feet radius.  
Magical sources of darkness created by 2nd level spells cannot  
obfuscate or remove this light. Also, any effect depending on  
Lunar Phases will count as in the Full Moon Phase within  
the spell radius.  
If the spell is cast during the Full Moon Lunar Phase, the  
casting of the spell instantly extinguishes any other source of  
light, whether natural or magical (2nd level spell or lower), in  
a 300 feet radius.  
This spell does not work during the New Moon Lunar Phase.  
3RD LEVEL SPELLS  
Lunar Well (ritual)  
Divination  
Level: 3  
Casting time: 10 minutes  
Range: unlimited  
Components: V, S, M (a body of water large enough to re-  
flect the moon, candles, and incense worth 100 gp consumed  
by the spell)  
Duration: Concentration, up to 10 minutes  
The caster channels the magic of the Moon toward a body of  
water, turning it into a window overlooking one of the places  
where they performed the same ritual previously, and through  
this window it is possible to see and communicate; people, objects  
and spells cannot pass through the Lunar well in either direction.  
At the first attempt to celebrate this ritual, the body of  
water will reflect nothing more than the absolute blackness of  
the dark face of the Moon; the same result will happen if the  
previously used body of water has been broken or dried up.  
Shroud of the New Moon  
Necromancy  
Level: 2  
Casting time: 1 minute  
Range: touch  
Components: V, S, M (a tooth from an Undead and ritualistic  
ointments worth at least 100 gp that get depleted by the spell)  
Duration: 1 day  
A consenting target creature assumes the looks of an Undead  
for the duration of the spell. The target becomes immune to  
disease, poison and ignores the effects of the first five levels of  
Exhaustion (the sixth still causes death) and cannot be turned  
into an Undead by any spell or comparable feature. It does not  
age and does not need to feed or breathe.  
The target will be identified as Undead by any spell or  
comparable capability and will be seen as such by other crea-  
tures. Creatures with an Intelligence score of 3 or higher can  
roll a Wisdom (Insight) check against your spell saved DC to  
realize it is not really Undead.  
Lunamorphosis  
Transmutation  
Level: 3  
Casting time: 1 action  
Range: 30 feet  
Components: V, S, M (a glass marble)  
Duration: Concentration, up to 1 hour  
The caster makes a creature, and everything it wears and car-  
ries, translucent and ethereal, visible only if directly touched  
by the moonlight, from which it takes effect.  
As long as it ends the turn illuminated by the moonlight,  
the target gets 2d6 Temporary Hit Points and ignores any  
penalty deriving from Difficult terrain, provided that this too  
is illuminated by the Moon.  
When not illuminated by the moonlight, the target gets  
a +5 bonus to Dexterity (Stealth) checks and ignores the  
Disadvantage on Wisdom (Perception) checks based on sight  
in areas of darkness or dim light.  
At higher levels: if the spell is cast using a 4th level spell  
slot or higher, the Temporary Hit Points increase by 1d6 for  
each slot level above 3rd.  
195  
Spells and Rituals  
Mirithlen’s Glow  
Evocation  
Level: 3  
Casting time: 1 action  
Range: 60 feet  
Components: V, S  
Running time: 1 hour  
Tenuous but constant moonlight radiates within a radius of  
60 feet from either the caster or an object touched by them:  
the light is to be considered dim light. Invisible objects and  
creatures illuminated by the dim light of this spell are revealed  
and cannot become invisible while inside the area.  
Selenite Litany  
Illusion  
Level: 3  
Casting time: 1 action  
Range: 120 feet  
Components: S, M (a pebble painted white)  
Duration: Concentration, up to 1 minute  
The caster summons a hypnotic lunar disk into the sky, ca-  
pable of imprisoning in its glow any target within a 20ft  
cube, provided they can see the disk. Each target creature  
must make a successful Wisdom Saving Throw or become  
Charmed and have movement equal to 0 feet while Charmed.  
For the duration of the spell, the caster cannot move vol-  
untarily from their position and must continue to sustain the  
magic of the spell with their own voice.  
Shield of Eclipse  
Conjuration  
Level: 3  
Casting time: 1 action  
Range: self  
Components: V, S, M (a small mirror)  
Duration: Concentration, up to 1 minute  
The icy darkness of the eclipsing Moon envelops the body of  
the caster in a protective aura. When the caster is attacked in  
melee, the attacker must make a successful Wisdom Saving  
throw or take 1d6 radiant damage and 1d6 cold damage (a  
successful save halves the damage).  
At higher levels: if the spell is cast using a 4th level spell  
slot or higher, the cold damage increases by 1d6 for each slot  
level above 3rd.  
Silver Touch  
Necromancy  
Level: 3  
Casting time: 1 action  
Range: self  
Components: V, S  
Duration: Concentration, up to 1 minute  
The caster's hands glow with moonlight and radiate a faint  
warmth. During their turn, as an action, the caster can touch a  
consenting creature (other than themselves) and transfer vital  
energies from their own body to the target’s. The caster takes  
necrotic damage equal to 1d6 plus their spellcasting ability  
modifier, while the target recovers an amount of Hit Points  
equal to twice the damage taken by the caster; any Hit Points  
in excess are acquired by the target as Temporary Hit Points  
At higher levels: if the spell is cast using a 4th level spell  
slot or higher, necrotic damage increases by 1d6 for each slot  
level above 3rd.  
4TH LEVEL  
Banner of the Moon Goddess  
Conjuration  
Level: 4  
Casting time: 1 action  
Range: self  
Components: V, S  
Duration: Concentration, up to 10 minutes  
Above the caster's head is a miniature Moon, 1 foot in diam-  
eter, similar to a halo, radiating dim light into a 60 feet wide  
sphere. When a creature enters the illuminated area for the first  
time on its turn, or begins its turn within it, it must make a  
successful Charisma Saving Throw or suffer an effect based on  
the caster’s Birthmoon. If the current Lunar Phase matches  
the Birthmoon of the caster, every Aberration, Fiend or Undead  
have Disadvantage on the Saving Throw against this spell:  
NIGHTFELL  
196  
•  
•  
•  
•  
New Moon: the target takes 4d10 necrotic damage and  
one level of Exhaustion; at the end of the spell each  
level of exhaustion caused by this spell is removed  
Ascending Moon: the target takes 4d6 fire damage  
and is blinded; Blinded condition is removed when the  
target exits the area of effect  
Full Moon: the target takes 4d10 radiant damage and is  
revealed if invisible; the target cannot teleport, become  
invisible or incorporeal, move to another plane, or  
change shape until it leaves the area of effect  
Descending Moon: the target takes 4d8 cold damage  
and its speed is halved; the effect lasts until the target  
leaves the area of effect  
Lunar Fascination  
Enchantment  
Level: 4  
Casting time: 1 action  
Range: 15 feet  
Components: V, S, M (a white pebble and a pearl)  
Duration: Concentration, up to 1 minute  
The caster uses the magic of the Moon to charm their ene-  
mies. Each creature standing in 15 feet radius sphere around  
the caster Must make a successful Wisdom Saving Throw or  
be Charmed and have Disadvantage on Saving Throws to re-  
sist the spells of the caster, including this one. If the target  
takes damage or ends its turn more than 20 feet away from  
the caster, it can repeat the Saving Throw against the spell,  
ending the effect.  
At higher levels: if the spell is cast using a 5th level spell  
slot or higher, range increases by 5 feet for each slot level  
above 4th.  
Lunar Handcraft  
Transmutation  
Level: 4  
Casting time: 10 minutes (1 minute during Full Moon)  
Range: 120 feet  
Components: V, S, M (a circular mirror with a diameter of at  
least 3 feet, or an equally large pool of fresh water with 50 gp  
worth of silver powder poured in it and consumed by the spell).  
Duration: instantaneous  
This spell cannot be cast during a New Moon Phase, but a  
Full Moon Phase decreases the casting time to 1 minute.  
The caster manipulates the reflected moonlight in the  
mirror and materializes a physical object. The caster can cre-  
ate a large or smaller object that can fit in a 10 feet cube. The  
created object is raw and barely detailed and appears com-  
posed of translucent glass that radiates a faint brightness of  
obvious magical nature.  
This spell cannot craft creatures or magical objects.  
Items requiring a higher degree of craftsmanship such as  
jewelry, weapons, glass, or armor can only be created if the cast-  
er has Proficiency in the tools used to make that kind of object.  
The object vanishes when the Moon sets.  
Lunar Mirage  
Illusion  
Level: 4  
Casting time: 10 minutes  
Range: 300 feet  
Components: V, S, M (a pearl, a stone, and a glass marble)  
Duration: 24 hours  
The caster projects the illusion of an open-air landscape, such  
as a meadow, clearing or beach, in the shape of a 150 feet  
cube. No creatures are visible in the mirage you create, but  
you can hear sounds that suggest their presence. The Moon is  
high in the sky in the Lunar Phase chosen by the caster.  
To reveal its illusory nature, any creature that begins its turn  
within the mirage must make an Intelligence (Investigation)  
check with difficulty equal to the caster’s spell save DC. To  
anyone who fails the Saving Throw, the Lunar Phase represent-  
ed in the mirage is to be considered as the current Lunar Phase.  
197  
Spells and Rituals  
Moon’s Eye  
Divination  
Level: 4  
Casting time: 1 action  
Range: self  
Components: V, S, M (a pearl worth 50 gp, which is consumed)  
Duration: Concentration, up to 1 hour  
The caster invokes the help of the Moon to acquire the view  
that they would see from the top of it: by spending an action,  
the caster can see any spot under the open sky that is within  
60 miles of their position. If the Lunar Phase is New Moon,  
the caster can see as though they had Darkvision, and True  
Sight if it is Full Moon. In any other Phase, they can see  
invisible objects or creatures.  
As long as they look through the Moon, the caster is con-  
sidered blind and deaf concerning their usual senses.  
Silver Cloak  
Abjuration  
Level: 4  
Casting time: 1 action  
Range: touch  
Components: V, S, M (pearl powder worth at least 100 gp,  
consumed by the spell)  
Duration: Concentration, up to 1 hour  
The caster's touch turns the skin of a consenting target into a  
silvery, reflective substance: for the duration of the spell, the  
target has Advantage on Saving Throws against spells.  
Silver Thunderbolt  
Conjuration  
Level: 4  
Casting time: 1 action  
Range: 120 feet  
Components: V, S, M (a silver and sapphire pendant worth  
150 gp)  
Duration: instantaneous  
A beam of pure lunar energy descends from above and hits  
the target and any creature in a 15 feet long cone behind it.  
Anyone affected must make a Dexterity Saving Throw or take  
1d8 lightning damage and 2d8 radiant damage; a successful  
save halves the damage. In addition, depending on the current  
Lunar Phase, the spell has an additional effect:  
•  
New Moon: the spell deals 5d8 additional necrotic  
damage (also halved on a successful Saving Throw)  
•  
Ascending Moon: the spell deals 3d8 additional fire  
damage (also halved on a successful Saving Throw);  
flames can spread to flammable objects that are not held  
or worn  
•  
Full Moon: the spell deals 5d8 additional radiant  
damage (also halved on a successful Saving Throw)  
•  
Descending Moon: the spell deals 3d8 additional cold  
damage (also halved on a successful Saving Throw);  
targets that fail the Saving Throw cannot take Reactions  
until the beginning of their next turn.  
At higher levels: if the spell is cast using a 5th level spell slot  
or higher, lightning damage increases by 1d8 for each slot  
level above 4th.  
NIGHTFELL  
198  
5TH LEVEL  
Command Moon Phase  
Transmutation  
Level: 5  
Casting time: 1 action  
Range: 600 feet  
Components: V, S  
Duration: Concentration, up to 1 hour  
The caster can modify the current Lunar Phase in a 1-mile-  
wide area centered on themselves. The caster chooses which  
Lunar Phase appears in the sky and, for the duration of the  
spell, that Lunar Phase will affect any creature or object in the  
area. If the Moon sets while the spell is active, the spell ends.  
At higher levels: if the spell is cast using a 6th level slot, the  
duration increases to 8 hours; if it is cast using a 7th level slot,  
the duration increases to 24 hours and the moonset does not  
end the spell; if it is cast using an 8th level slot, the duration  
increases to 7 days, the moonset does not end the spell, and  
the caster does not have to keep Concentration; if it is cast  
using a 9th level slot, the duration becomes permanent (until  
dispelled) and the caster does not have to keep Concentration.  
199  
Spells and Rituals  
Lunar Fortitude  
Abjuration  
Level: 5  
Casting time: 1 action  
Range: self  
Components: V, S  
Duration: Concentration, up to 10 minutes  
The spell wraps the caster in a cloak of light that radiates a  
faint glow. For the duration of the spell, the caster is immune  
to psychic damage and has Advantage on all Saving Throws.  
When another creature that the caster can see within 30 feet  
fails a Saving Throw, the caster can use a Reaction to allow the  
creature to repeat the Saving Throw.  
Lunar Pact  
Enchantment  
Level: 5  
Casting time: 1 minute  
Range: touch  
Components: V  
Duration: 30 days  
Illuminated by the moonlight, the caster touches two con-  
senting creatures and establishes a pact between them. The  
terms of the pact must be clear and understood by both tar-  
gets, and the task to be accomplished, although not necessar-  
ily simple, must be feasible, otherwise the spell ceases to have  
effect. For the duration of the spell, if one of the two targets  
breaks the pact, they take 5d10 psychic damage per day until  
they obtain forgiveness from the other creature. Spells such  
as remove curse, greater restoration, or wish can end the spell.  
At higher levels: if the spell is cast using a 7th or 8th level  
spell slot, the duration increases to one year; if the slot used is  
9th level, the spell becomes permanent.  
Lunar Rancour  
Necromancy  
Level: 5  
Casting time: 1 action  
Range: 30 feet  
Components: V, S  
Duration: Concentration, up to 1 minute  
A gloomy and oppressive light radiates from the Moon and  
envelops a target creature in the field of view of the caster  
within 30 feet The target must make a successful Dexterity  
saving throw or take 4d8 radiant damage. Each turn, the cast-  
er can use their bonus action to automatically deal another  
2d8 radiant damage to the target. The spell ends when the  
caster uses their own bonus action to do anything other than  
inflict automatic damage, if the target exits the spell range, or  
if the caster casts another spell of 1st level or higher. If the  
target succeeds in its initial Saving Throw, it takes 2d8 radiant  
damage all the same, but the spell ends.  
At higher levels: if the spell is cast using a spell slot of 6th  
level or higher, the target takes, added to the initial damage,  
1d8 additional radiant damage (both succeeding or failing in  
its Saving Throw) for each slot level above 5th.  
Moondream  
Illusion  
Level: 5  
Casting time: 1 minute  
Range: self  
Components: V, S, M (a handful of sand, mercury-based ink)  
Duration: 8 hours  
The caster chooses a creature known to them and that is on  
the same plane of existence and turns the target’s dreams  
into nightmares (creatures that do not sleep, such as elves,  
are not affected by this spell). The caster enters a state of  
trance in which they are aware of what happens around  
them but without being able to perform actions or move. If  
the target lies asleep at the time of the casting the spell, the  
caster appears in the target's dream, modifying it at will and  
conversing with it until the spell is over or until the target  
wakes up. The caster can end the spell at any time by exit-  
ing the trance. The target must make a successful Wisdom  
Saving Throw or the nightmare will not allow it to gain the  
NIGHTFELL  
200  
benefits of a rest, long or short, and it takes 3d6 psychic  
damage as it wakes up. If the current Lunar Phase matches  
the Birthmoon of the caster, the target has Disadvantage on  
the Saving Throw.  
Selenite Weapon  
Conjuration  
Level: 5  
Casting time: 1 bonus action  
Range: touch  
Components: V, S, M (a pearl worth at least 200 gp)  
Duration: 1 minute  
The caster infuses the power of the Moon into a weapon.  
Until the spell is over, the weapon radiates a tenuous glow  
(counts as dim light) in a 30 feet radius and deals 3d8 addi-  
tional radiant damage. If the weapon was not magical before,  
it becomes so for the duration of the spell. The weapon scores  
a Critical Hit with a natural roll of 19 or 20.  
At higher levels: When the spell is cast using a 6th level  
spell slot or higher, the additional damage increases by 1d8  
for each slot level above 5th.  
6TH LEVEL  
Assault of the Black Moon  
Enchantment  
Level: 6  
Casting time: 1 action  
Range: 60 feet  
Components: V, S  
Duration: 1 round  
The caster vexes a target creature with the evil gaze of the nova  
luna. The target must make a successful Intelligence Saving  
Throw or take 8d6 psychic damage and be Incapacitated for 1  
round (success halves damage and avoids incapacitated status).  
At higher levels: if the spell is cast using a 7th level spell  
slot or higher, psychic damage increases by 2d6 for each slot  
level above 6th.  
Lunar Aegis  
Abjuration  
Level: 6  
Casting time: reaction  
Range: self  
Components: V  
Duration: instantaneous  
When the caster takes damage, they can use their reaction to  
erect a lunar shield in front of them, in the form of a silver  
energy disk, and they gain immunity to that type of damage  
until the beginning of their next turn.  
Lunar Assault  
Evocation  
Level: 6  
Casting time: 1 action  
Range: self  
Components: V, S, M (a magnifying glass)  
Duration: Concentration, up to 1 minute  
A beam of moonlight bursts from the caster's eyes and mouth,  
60 feet long and 5 feet wide. Any creature hit by the beam  
must make a successful Intelligence Saving Throw or take 3d8  
radiant damage and be Stunned until the end of their next  
turn (success halves damage and avoids the Stunned condi-  
tion). If the current Lunar Phase matches the Birthmoon of  
the caster, the target has Disadvantage on the Saving Throw.  
The caster can use their action on their turn, if it falls within  
the duration of the spell, to produce an additional beam: such  
action can be repeated 3 times, after which the spell ends.  
At higher levels: if the spell is cast using a 7th level spell  
slot or higher, targets take 1d8 additional radiant damage and  
the caster can produce an additional beam of light for each  
slot level above 6th.  
201  
Spells and Rituals  
Lunar Cage  
Illusion  
Level: 6  
Casting time: 1 action  
Range: 60 feet  
Components: S  
Duration: Concentration, up to 1 minute  
The caster uses an illusion of the Moon to imprison the mind  
of a target in a nightmarish landscape, an empty and dark  
space, with no Moon, no stars, and no reference points. One  
target that the caster can see within 60 feet must make a suc-  
cessful Intelligence Saving Throw or take 5d10 psychic damage  
and become trapped in their own mental prison (success avoids  
the trapped condition). Creatures immune to illusions or that  
cannot be charmed automatically succeed in the Saving Throw.  
The target cannot hear or see anything with its own senses,  
but it can act and move as if it was on difficult terrain. If the  
target is shaken or attacked in melee it takes 10d10 psychic  
damage, but the spell ends.  
Lunar Defiance  
Necromancy  
Level: 6  
Casting time: 1 action  
Range: self  
Components: V, S, M (powder of a white pearl worth at least  
500 gp)  
Duration: instantaneous  
A 60 feet. diameter sphere of moonlight emits from the body  
of the caster. Any creature in the area must make a success-  
ful Constitution Saving Throw or take 8d6 radiant damage  
(success halves damage). During the Full Moon Phase, crea-  
tures that fail the Saving Throw are also Blinded for 1 round.  
During the New Moon Phase the damage is half (4d6) ne-  
crotic and half (4d6) radiant, and the creatures that fail the  
Saving Throw are frightened for 1 round.  
At higher levels: if the spell is cast using a 7th level spell slot  
or higher, targets take 2d6 additional damage for each slot  
level above 6th.  
NIGHTFELL  
202  
Lunar Wayfaring  
Conjuration  
Level: 6  
Casting time: 1 action  
Range: 10 feet  
Components: V, S  
Duration: 1 round  
This spell creates a connection between two surfaces reflecting  
the Moon, one of which, defined as starting, must be with-  
in a radius of 10 feet from the caster, and the other, defined  
as destination, anywhere on the same plane of existence on  
which the caster is located, and which must have been seen or  
touched by them at least once. For the duration of the spell,  
any creature entering one reflective surface will be able to exit  
the other with a 5 feet movement.  
Selenite Transfiguration  
Transmutation  
Level: 6  
Casting time: 1 action  
Range: self  
Components: V, S, M (a vial of mercury)  
Duration: Concentration, up to 1 minute  
The caster infuses their body with lunar energy, turning into  
a supernatural being. Until the spell is over, the caster cannot  
cast spells but gains the following benefits:  
•  
30 Temporary Hit Points and 10 Temporary Soul  
Points that are lost at the end of the spell  
•  
Advantage on Attack Rolls with simple and martial  
weapons  
•  
They can teleport, as a bonus action, within a range  
equal to their movement  
•  
Dodge or Disengage as bonus actions  
•  
Any melee attack deals 2d8 additional radiant damage  
•  
Gains Proficiency in Saving Throws based on Dexterity  
and Constitution  
•  
Can attack up to two times when they take an Attack  
action in their turn; if they already can make multiple  
attacks with the Attack action, they do not gain  
additional benefits  
Once the spell has ended, the caster must make a success-  
ful Constitution Saving Throw (DC 15) or take one level of  
Exhaustion.  
Silvery Truth Droplet  
Divination  
Level: 6  
Casting time: 1 action  
Range: self  
Components: V, S, M (collyrium prepared with 50 gp worth  
ingredients, consumed by the spell)  
Duration: 1 hour  
This spell allows the caster to discern the Moon's influence  
on creatures and objects. For the duration of the spell, the  
caster will see secret doors, traps, magical effects, and invisible  
creatures shine within a 120 feet radius. In addition, they can  
discern whether a creature or object is bound to a specific  
Lunar Phase, such as a parchment with the lunar rune spell  
on it (see above).  
203  
Spells and Rituals  
7TH LEVEL  
Brand of the Unknowable  
Abjuration  
Level: 7  
Casting time: 1 minute  
Range: touch  
Components: V, S, M (1,000 gp worth of mercury and pearls,  
consumed by the spell)  
Duration: until dissolved or activated  
The caster inscribes a mark inside a closeable object (e.g.  
a book or a trunk), visible only if moonlit during the same  
Lunar Phase in which it was inscribed or succeeding in an  
Intelligence check (Investigation) (DC 15) during other  
Lunar Phases.  
The brand is activated if a creature other than the caster  
tries to open the object. When that happens, any creature that  
can see the object and is within 10 feet must make a successful  
Constitution Saving Throw or take 10d8 radiant damage (suc-  
cess halves the damage); in addition, all targets must make a  
successful Intelligence Saving Throw or descend into madness  
for 1 minute: a creature fallen into madness cannot perform  
actions, emits only guttural sounds and is considered to have an  
Intelligence score of 2, and the NM will decide its movements.  
Lunar Regression  
Enchantment  
Level: 7  
Casting time: 1 action  
Range: 60 feet  
Components: V  
Duration: instantaneous  
The caster, by uttering a single word, invokes the lunar in-  
fluence to cause pain and dizziness to a creature they can  
see within 60 feet. If the target has 100 Hit Points or less,  
it falls into madness: a creature fallen into madness cannot  
perform actions, emits only guttural sounds, and is considered  
to have an Intelligence score of 2, and the NM will decide its  
movements.  
NIGHTFELL  
204  
Any target who has fallen into madness can make an  
Intelligence saving throw at the end of its turn to try and end  
the spell’s effects.  
Mirithlen’s Touch of Life  
Necromancy  
Level: 7  
Casting time: 1 hour  
Range: touch  
Components: V, S, M (a 1, 000 gp pearl, consumed by the  
spell)  
Duration: instantaneous  
The caster touches a creature that has been dead (and not  
Undead) for no more than a century and that has not died  
of old age. If its soul is free and consenting, the target comes  
back to life with all of its Hit Points. The spell heals any mor-  
tal wounds and regenerates missing body parts. The target  
and the caster gain 2 Exhaustion Levels.  
Selenite Sight  
Divination  
Level: 7  
Casting time: 1 action  
Range: self  
Components: V, S  
Duration: 8 hours  
The eyes of the caster light up with moonlight, giving them a  
renewed sensitivity to magic.  
The caster immediately identifies any spell cast by a crea-  
ture they can see within 60 feet, immediately guessing the  
level of the spell slot used for the casting.  
By focusing on an item or creature for a round, the caster  
can understand if it is affected by a spell and what spell it is.  
By focusing for ten minutes on a magical effect or object,  
they can identify it.  
Selenite Regeneration  
Transmutation  
Level: 7  
Casting time: 1 minute  
Range: touch  
Components: V, S, M (a Moon Amulet)  
Duration: 1 hour  
At the touch of the caster, the body of a consenting creature  
begins to shine with the faint gleam of the Moon, regaining  
1d8+7 Hit Points immediately and 2 Hit Points at the begin-  
ning of each turn (20 Hit Points per minute). Severed limbs  
and appendages (tails, fingers, arms, etc.) grow back in 1 min-  
ute, and if the severed limb is placed on the freshly wounded  
stump, it instantly reattaches, and the target immediately re-  
covers 1d8 Hit Points.  
Weeping of the Goddess  
Evocation  
Level: 7  
Casting time: 1 action  
Range: 150 feet  
Components: V, S  
Duration: instantaneous  
The caster chooses any point within range, and on that point  
and in the 30 feet surrounding area, iridescent drops, as icy  
as deep space, will begin to fall. Any creature within the area  
must make a successful Constitution Saving Throw or take  
4d8 radiant damage and 4d8 cold damage.  
Any 3rd level spell or lower that is active within the area is  
automatically dispelled.  
205  
Spells and Rituals  
8TH LEVEL  
Temple of the Moon  
Conjuration  
Level: 7  
Casting time: 1 hour  
Range: 120 feet  
Components: V, S, M (a pearl worth at least 50 gp)  
Duration: 24 hours  
The caster shapes the moonlight to erect a temple, which will  
rise from a point they can see within 120 feet, provided that  
the surrounding space is free in a 120 feet sided cubic area.  
The temple will exist for 24 hours. Adorned with symbols re-  
calling the Lunar Phases, other architectural or aesthetic de-  
tails of the temple (gates, staircases, sculptures) can be decid-  
ed by the caster. The interior of the temple is illuminated by  
dim light and any stronger light source is reduced. The scent  
of incense fills the air, and the temperature is cold. The caster  
can preclude access to the temple to certain creatures, using  
alignment or creature type as requirements. The moonlight  
also illuminates the ethereal plane, with all the consequent  
effects. A creature that does not meet the imposed require-  
ments must make a successful Charisma Saving Throw or be  
rejected from the temple for the duration of the spell. If the  
Saving Throw is successful, and the creature manages to enter,  
the holiness of the place will hinder it at all times, causing it a  
penalty of 1d4 to all Attack Rolls, Saving Throws and Ability  
checks as long as it is inside the temple.  
Within the temple it is not possible to be the target of  
divination spells that originate outside the temple. The tem-  
ple is impervious to any kind of damage or effect, and yet is  
immediately destroyed by a disintegrate spell.  
Each short rest inside the temple grants a bonus of 1d6  
to the Hit Points and Soul Points recovered by spending at  
least one Hit Dice. A long rest in the temple eliminates any  
poison, disease, curse, reduction of Maximum Hit Points, and  
Exhaustion Levels that affect the characters.  
Dreadful Eclipse  
Illusion  
Level: 8  
Casting time: 1 action  
Range: self  
Components: V, S, M (a moonstone)  
Duration: Concentration, up to 10 minutes  
The caster creates an illusory eclipse to obscure the Moon,  
terrorizing creatures in the area. Any creature of the caster's  
choice that begins its turn, or enters for the first time in its  
turn, in a 100 feet area around the caster takes 2d8 cold dam-  
age and must make a successful Wisdom Saving Throw or fall  
prone and be Frightened for as long as they stay in the area.  
Aberrations, Fiends and Undead, on the other hand, are  
caught in a blind rage if they fail their Saving Throw and are  
forced to use their action to attack the nearest creature in me-  
lee. Also, whenever they deal damage while in this state, they  
take radiant damage equal to half the damage dealt.  
Exile in the Frozen Waste  
Conjuration  
Level: 8  
Casting time: 1 action  
Range: 60 feet  
Components: V, S  
Duration: Concentration, up to 10 minutes  
The caster imprisons a target creature they can see within  
60 feet in a dark demiplane, illuminated by distant stars,  
characterized by an expanse of gray dust dotted with large  
craters. The target remains imprisoned either until the  
spell is over or if it uses its own action to make a success-  
ful Intelligence Saving Throw (DC 15) to escape. In case of  
failure, the creature takes 1d6 cold damage, which increases  
by 1d6 with each attempt. If the creature is reduced to 0  
Hit Points in doing so, the spell ends, and it returns to its  
plane of origin with the defunct appearance of a withered  
and frozen mummy, but it is actually only its metabolism  
that is extremely slowed down. Therefore, the creature can  
make Saving Throw against death every hour, instead of ev-  
ery round. If the target stabilizes, they quickly resume their  
normal appearance.  
NIGHTFELL  
206  
When the spell ends, the target reappears in the space they  
left behind or, if it was occupied, in the nearest unoccupied  
location.  
Lunar Blast  
Evocation  
Level: 8  
Casting time: 1 action  
Range: 150 feet  
Components: V, S, M (a flame and a moonstone)  
Duration: instantaneous  
An intense beam of moonlight is concentrated in a 60 feet  
diameter area, centered on a point in the caster's field of view  
and within a 150 feet radius. Any creature within the area  
must make a successful Constitution Saving Throw or take  
8d8 radiant damage and be Incapacitated and Blinded for 1  
minute (success halves damage, avoids Incapacitated status,  
and decreases blinding to the end of target’s next turn). An  
incapacitated creature can repeat the Saving Throw at the end  
of its turn to end the effect. Any magical light or darkness  
within the area is dispersed.  
At higher levels: if the spell is cast using a 9th spell level  
slot, radiant damage increases to 12d8.  
Lunar Collapse  
Necromancy  
Level: 8  
Casting time: 1 action  
Range: 150 feet  
Components: V, S, M (a drop of mercury)  
Duration: instantaneous  
The caster chooses a point within range, and any creature  
caught within a 30 feet cube centered on that point, must  
make a successful Constitution Saving Throw or take 10d8  
radiant (during Full Moon) or necrotic damage (during New  
Moon) or cold damage (during other Phases) (success halves  
damage). Aberrations, Fiends and Undead have Disadvantage  
on any Saving Throw against radiant damage. Humanoids,  
Beasts and Giants have Disadvantage on Saving Throws  
against necrotic damage.  
Moon Whispers  
Divination  
Level: 8  
Casting time: 10 minutes  
Range: unlimited  
Components: V, S  
Duration: instantaneous  
The caster communes with the Moon and listens to her  
whispers to discover the location of a place or creature. Only  
effects or spells of 8th level or higher can prevent this divina-  
tion, whereas normal means of protecting against detection  
spells are not effective and cannot confuse the caster. If the  
creature or object is on a different plane of existence, the cast-  
er will know what plane the creature is on but not the exact  
location on that plane.  
To find the creature, the caster must have seen it earlier at  
least once, and to find an object they must have touched it.  
Obfuscated Mind  
Abjuration  
Level: 8  
Casting time: 10 minutes  
Range: touch  
Components: V, S, M (a 500 gp diamond)  
Duration: 24 hours  
The caster's touch makes a consenting creature immune to  
psychic damage, and it will automatically succeed in any  
Saving Throw against illusion or enchantment.  
In addition, no divination can locate the creature.  
207  
Spells and Rituals  
9TH LEVEL  
Selenite Domination  
Enchantment  
Level: 8  
Casting time: 1 action  
Range: 60 feet  
Components: V, S  
Duration: Concentration, up to 1 hour  
The caster uses the charm of the Moon to take possession  
of the will of a creature they can see within 60 feet. The  
target must make a successful Wisdom Saving Throw or be  
Charmed for the duration of the spell. A clearly hostile target  
has Advantage on the Saving Throw. The caster can use their  
action to take control of the target's body, and, at the end of  
the target's next turn, the caster can choose which actions  
(and reactions) the target will perform on their turn. Using  
the reaction of the dominated creature requires the use of the  
character's reaction. Each time the target takes damage they  
can repeat the Saving Throw: if successful, a flash of light  
blinds the creature until the end of its next turn, but the spell  
ends.  
At higher levels: if the spell is cast using a 9th level spell  
slot, the duration extends to 8 hours.  
Selenite Perfection  
Transmutation  
Level: 8  
Casting time: 1 action  
Range: self  
Components: V  
Running time: 1 hour  
For the duration of the spell, whenever the caster performs an  
Ability check, they can choose to take a 10 instead of rolling  
the dice. If it has Advantage on the check, they can take a 15  
instead.  
This benefit is temporarily suppressed (but not dissolved)  
if the caster is not under the presence of the Moon.  
Curse of the Last Moon  
Conjuration  
Level: 9  
Casting time: 1 action  
Range: field of view  
Components: V, S  
Duration: Concentration, up to 7 rounds  
The caster induces the Moon to show its most destructive  
aspect.  
Within 0.6 miles from a point that the caster chooses  
within their own field of view, any creature (with the excep-  
tion of the caster and allies within 5 feet of them) suffers  
the effect of the spell that is gradually strengthening. On any  
round after the spell is cast, the caster can use its action to  
support its effect, otherwise the spell is over.  
Round 1: invisible objects and creatures are revealed, and can-  
not become invisible for the next 24 hours  
Round 2: objects and creatures take 1d6 radiant damage;  
plants wither, fruits wither  
Round 3: creatures cannot recover Hit Points for the next 24  
hours  
Round 4: objects and creatures take 3d6 radiant damage; food  
rots away, water reserves become fetid  
Round 5: no form of teleportation can work within the area  
of effect for the next 24 hours  
Round 6: all creature’s maximum Hit Points are permanently  
reduced by 1 point per Hit Dice; the duration of this effect is  
permanent, but a wish spell can be used to restore the maxi-  
mum Hit Points; wooden structures rot and become unstable,  
or collapse under their own weight  
Round 7: creatures in the area become sterile and will be per-  
manently unable to reproduce; the duration of this effect is  
permanent, but a wish spell can be used to dispel it; stone  
structures lose solidity, become dangerous or collapse under  
their own weight, lime crumbles, and marble cracks  
NIGHTFELL  
208  
This spell can devastate entire cities without respite for the  
inhabitants who have a few seconds to realize what is hap-  
pening, under what will probably be the last Moon they will  
see rise. For this reason, the required magical energies are im-  
mense, and the caster ages by 10% of their life expectancy (if  
a human, for example, has a life expectancy of 80 years, they  
will age by 8 years) every time they terminate the casting of  
the spell. An immortal creature has a 10% chance to see its  
immortality shattered and incur death by old age in the round  
immediately following the end of the spell.  
Judgment from Yore  
Enchantment  
Level: 9  
Casting time: 1 action  
Range: 60 feet  
Components: V  
Duration: instantaneous  
The caster passes the Moon’s sentence and chooses a target  
they can see within 60 ft: if the target has 100 Hit points or  
less, its mind will be erased completely, losing every memory,  
every fragment of its personality, every Proficiency in skills  
and tools, and it forgets every language except one (usually, its  
racial language). If the creature has more than 100 Hit Points,  
the spell has no effect.  
Lunar Marvel  
Divination  
Level: 9  
Casting time: 1 minute  
Range: touch  
Components: V, S, M (a pearl and a vial of mercury)  
Duration: 8 hours  
The caster's touch gives a consenting target the ability to ma-  
nipulate the lunar reflex, through which it has Advantage on  
Saving Throws and Ability checks, and reduces Soul Point  
loss from any single source to 1. In addition, any attack against  
the target has Disadvantage.  
This spell ends if the caster casts it again on a different  
target.  
Lunar Meteor  
Evocation  
Level: 9  
Casting time: 1 action  
Range: 3 miles  
Components: V, S  
Duration: instantaneous  
The caster chooses a point they can see within range, where,  
after 1d10 rounds, a meteor of silver energy rains from the  
sky, knocking down with tremendous force each creature  
within a 100 feet radius from the point of impact.  
Any creature in the area must make a successful Dexterity  
Saving Throw or take 20d6 fire damage and 20d6 radiant  
damage (success halves damage). Items that are neither held  
nor worn in the area take 60 fire damage and 60 radiant  
damage.  
Lunar Nightmare  
Illusion  
Level: 9  
Casting time: 1 action  
Range: 120 feet  
Components: V, S  
Duration: Concentration, up to 1 minute  
The caster invades the minds of their enemies with dark and  
terrifying visions, trapping them in their own minds, where  
they experience dark and terrifying visions.  
The caster chooses up to 5 creatures they can see within  
range. Each target must make a successful Wisdom Saving  
Throw, or be Stunned for the duration of the spell.  
At the end of each turn, a target can repeat the Saving Throw  
to end the spell, suffering 4d10 psychic damage in the event  
of failure.  
209  
Spells and Rituals  
Lunar Retribution  
Abjuration  
Level: 9  
Casting time: 1 action  
Range: self  
Components: V, S  
Duration: 10 minutes  
The caster's skin is imbued with the protection of the Moon:  
depending on the Lunar Phase during which it was cast, this  
spell has a different effect. Whenever a creature hits the caster  
with a melee attack or is hit by a melee attack made by the  
caster, it suffers the effect of the spell.  
•  
New moon: the target takes 3d8 necrotic damage, and is  
frightened until the end of its next turn  
•  
Waxing Crescent: the target takes 3d8 thunder damage,  
and is knocked to the ground prone  
•  
First Quarter: the target takes 3d8 lightning damage,  
and cannot take Reactions until the end of its next turn  
•  
Waxing Gibbous: the target suffers 3d8 acid damage,  
and is restrained until the end of its next turn  
•  
Full Moon: the target takes 3d8 radiant damage, and is  
blinded until the end of its next turn  
•  
Waning Gibbous: the target takes 3d8 poison damage,  
and is poisoned until the end of its next turn  
•  
Last Quarter: the target takes 3d8 cold damage, and its  
speed is reduced to 10 feet until the end of its next turn  
•  
Waning Crescent: the target takes 3d8 psychic damage,  
and is incapacitated until the end of its next turn  
Selenite Projection  
Necromancy  
Level: 9  
Casting time: 1 hour  
Range: 10 feet  
Components: V, S, M (a silver bar worth 1,000 gp consumed  
by the spell)  
Duration: special  
The caster abandons their body, which remains unconscious  
and in a state of suspended animation, therefore not requiring  
food or air, and does not age. The spirit the caster manifests  
has the appearance of their mortal remains but with silvery  
and glowing skin. The spirit of the caster cannot go through  
places that are not illuminated by the Moon, but as long as  
it is under its direct influence it can use its action to teleport  
itself and any creature within 5 feet to any point on moonlit  
surface within 0.6 miles.  
In the form of a lunar projection, the caster maintains all  
its Abilities, Skills, and powers, but cannot perform long rests.  
When the lunar projection is reduced to 0 Hit Points, the  
spell ends.  
As the Moon sets, the caster does not necessarily have to  
end the spell, but their spirit simply returns to their body,  
where they remain until the following night. During the day,  
the projection regains any spent Hit Die.  
If the caster's body takes damage, the projection will know  
the amount and type, but not the source.  
The caster can decide to end the spell at any time they  
deem appropriate as a bonus action.  
When the spell ends for any reason and the caster awakens,  
they get 4 Exhaustion Levels. Any condition (except curses)  
that affected the lunar projection no longer afflicts the caster.  
A wish spell can be used to end this spell; moreover, if  
the caster fails a Saving Throw based on Charisma, it will be  
forcibly teleported to where its lunar projection was.  
NIGHTFELL  
210  
Silver Chronosphere  
Transmutation  
Level: 9  
Casting time: 1 action  
Range: 10 feet  
Components: V  
Duration: Concentration, up to 1 minute  
The caster relies on the influence of the Moon to create a sil-  
very energy bubble where everything is in dim light, regardless  
of light sources, and appears in black and white. The bubble  
cannot move and appears opaque from the outside, showing a  
static and perfect image of what was inside the bubble at the  
time of casting, while translucent from the inside.  
When the caster sees a creature take damage or fail a  
Saving Throw, they can end the spell as a Reaction.  
When the spell is over, the bubble dissolves and, if they  
wish, the caster can return everything to the state it was in  
when the spell was cast.  
This effect restores: location of creatures, statuses, Hit  
Points, spell slots (see below). This spell does not restore the  
use of privileges, magic item charges, consumables, ammo, or  
anything other than what indicated above.  
Creatures that were inside the bubble when the spell was  
cast and are instead outside the bubble when the spell is over,  
get 1 Exhaustion Level.  
The magic of the chronosphere is powerful, but it is unable  
to restore used spell slots of 4th level or higher.