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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).
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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.
189
Spells and Rituals
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
NIGHTFELL
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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.
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192
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).
193
Spells and Rituals
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.
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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.