


These are the current spells available in the Moonlight Manipulation Book.
| Name | Rating | Minimum Mana |
Mana Cap |
| Shadows | 1 | 70 | |
Useful for training Hiding during combat, since
it gives a direct bonus to that skill, allowing you to more easily
hide in front of creatures. It can also be used to activate sigils
when enchanting, however it doesn't do this very well. This spell
does NOT give a bonus to Stalking. Shadows is somewhat
difficult to put mana into, which means it teaches slightly better
than Clear Vision. This also means that young mages will have to wait
to fully prepare the spell when casting at larger amounts. Due to
the low minimum prep. and experience gained by casting, this is the
BEST spell to choose as a 1st circle Moon Mage. Of course that choice
is up to you, but I suggest Shadows at 1st, Clear Vision at 2nd, and
Telekinetic Throw at 3rd. |
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| Focus Moonbeam | 3* | 120 | |
You're a Moon Mage. You need Focus Moonbeam.
It's that simple. Too many spells trace back to needing this spell,
to not get it. However, this fact doesn't mean that Focus Moonbeam
is a good spell. It's a horrible spell. Focus Moonbeam does nothing
on its own. *The minimum prep is 3 mana, but the
spell will actually require more mana to successfully cast depending
on the time of day, and what moon you are casting on. Yavash can always
be used with only 4 mana. Xibar can be used easier at night, and Katamba
easier during the day. More mana into this spell past the minimum
amount increases duration. So if you cast a 10 mana Katamba beam,
and a 10 mana Xibar beam, both during the day, the Katamba beam will
last longer since you only needed to prepare it with about 4 mana.
Moonbeams fade away and can not be seen after a few minutes, but they
are still there. Additionally, you can learn Harness fairly decently if
you repeatedly cast this spell over and over... and over. |
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| Dazzle | 3 or 8 | 40 | |
Ah, Dazzle. This spell does more than any other
spell we currently have. So why only 3 stars? Dazzle doesn't do any
ONE thing all that great. It's another example of an "utility"
spell. Dazzle can cast beams of light on objects. It can be used to
put creatures and players into Round Time. It can be used to activate
sigils when enchanting (works better than Shadows). It can be cast
on 'Moon' weapons to shatter them and create orbiting slivers, which
can be used as ammo for TKT. It can be cast on Steelstars lodged in
monsters to cause them to explode, doing damage. It can be cast on
'shadow' creatures to cause them minor injury. As you can see, Dazzle
is a very versatile spell. If there is a 'bright' moon in the sky
(Xibar, Yavash), the minimum prep is only 3 mana. If the only source
of light is the Sun, then the minimum prep jumps to 8 mana. If it
is night time and the only moon out is Katamba, Dazzle WILL NOT work.
You have to have a 'bright' celestial source for the spell to function.
If you plan on using Dazzle to give a target Round Time, make sure
you use a fairly generous amount of mana. The RT the target receives
at minimum prep is about 4 seconds. You get a 3 second RT when you
cast the spell at a target. This means you are only getting 1 second
to do anything while the target is still in RT. |
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| Tezirah's Veil | 5 | 58 | |
I believe that when it is cast on a target it
lowers their Reflex and Agility. This has 2 effects; it makes the
target easier to hit, and the target will have a harder time hitting
you. While not as potentially lethal as Hypnotize or Mental blast,
it has an advantage those two spells do not... its chance of success
isn't affected by the target having high mentals. The duration is
fairly good, I think 2 minutes at minimum prep. Additional mana increases
the penalty to Reflex and Agility, and increases duration. When cast
on players it hides their face with a veil of shadows, so when you
look at them you can't see their features. |
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| Shift Moonbeam | 5-Harnessed | n/a | |
This spell lets you move your moonbeam around
one room at a time, or you can move it to a person's location that
you have just recently located. One great use is exchanging your moonbeams
through a Moon Gate, in order to set a new and different moonbeam
somewhere else. The main drawback of this spell is some places won't
let you shift your moonbeam into the area for no obvious reason, other
than the Game Masters don't want you to, or mechanics issues that
you the player don't see. You can also move a Moon Gate with this
spell, which just looks crazy, but serves no real purpose. |
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| Dinazen Olkar | 9 | 39 | |
This spell is much like a War Mage spell, but
there are subtle differences. You can't target eyes with this spell
for one thing. Dinazen Olkar is very accurate, and more skill lets
you put more mana into it, thus doing more damage. The main attraction
of this spell is that it can be cast ANYTIME and ANYWHERE. Downsides
include: easily blocked with shield, very hard to channel mana into,
and not very effective against armor. However, don't be fooled, a
fully targeted Dinazen Olkar, with a fair amount of mana, is quite
lethal. The high minimum prep amount keeps this from being useful
for younger mages. I'd suggest you wait until 15th circle at least. |
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| Crystal Spike | 10 | 40 | |
Crystal Spike is a very powerful offensive spell.
It is also quite hard to cast and requires a large amount of mana
to prepare. Like Dinazen Olkar, you can cast Crystal Spike anytime,
and anywhere. Additional mana into the spell may increase damage and
accuracy, although I couldn't confirm this. When you cast the spell,
light will spin in a circle and form the 'crystal spike', sort of
like a moonblade. The spike will then discharge 2 energy blasts at
whatever you cast it at. The first energy blast will randomly either
be an attack, or a feint that will throw the target off balance. The
greater your skills over the skills of the target, the more likely
that the first attack will actually be an attack, instead of a feint.
The second blast is always an attack. The fact that you can get two
attacks from one cast means that the minimum prep for Crystal Spike
is effectively only 5 mana under those circumstances. Crystal Spike
is very accurate. Dinazen Olkar may be more accurate if you fully
target, but Crystal Spike can be 'snap cast' and it seems to hit just
as easily as if you had waited for it to fully target. The damage
is hard to gauge, being somewhat random like Burn, but it is generally
impressive. Lets compare; A fully targeted 20 mana Dinazen Olkar will
deal more damage, than one Crystal Spike, even if you cast a 20 mana
Crystal Spike. However, in that same amount of time it takes to prepare
and fully target Dinazen Olkar, you can snap cast 2 minimum prep'd
Crystal Spikes and almost certainly do more damage. This spell is
not for young mages. I would suggest 18th as the minimum circle. |
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| Clarify Gem | 10 | 50 | |
This spell is great on large expensive gems,
but a waste of time and mana on smaller ones. Personally I wouldn't
clarify any gem that appraises under 300 copper. To use this spell
there must be a moon in the sky and you must have Piercing Gaze cast
on yourself. Also you can cast Piercing Gaze on the gem to see if
it has been clarified previously. I don't suggest you get this spell
until you are at least 20th circle. I've personally increased a 3
platinum gem to 5 platinum. I would rate it higher because it is basically
free money for mana, but usually, you could be making more money just
hunting the same length of time you clarify, which has the advantage
of letting you train skills. |
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| Refractive Field | ?-Harnessed | n/a | |
This spell is incredibly useful. It makes you
invisible. You're not invulnerable though. Area effect spells and
abilities will still affect you, and possibly reveal you. Also, picking
up coins will reveal you. This spell is very hard on your nervous
system if you don't have a lot of ranks in your Harness skill. Players with
high enough Perception can search and see
your name, but they can not remove you from the field by pointing
at you like they can with Hiding. I don't suggest this
spell until you are AT LEAST 15th circle. |
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