These are the current spells available in the Transduction Book.


 

Name Rating Minimum
Mana
Mana Cap
Telekinetic Throw 5 35
Between the 5 mana minimum prep needed, and the whole issue of ground clutter, this spell is really unattractive for young Moon Mages. I would advise you to get Burn instead, but then you face the irony that the damage Burn does is based off of your Targeted Magic. Since you will have close to 0, that means that you won't be doing much damage, thus you won't be learning Targeted Magic very well. Plus, Burn has a 7 mana minimum prep, which will drain your attunement very fast if you repeatedly cast it. Telekinetic Throw actually can be used effectively by higher circle characters, and it teaches Targeted Magic fairly well once you have the skills needed to make the spell more damaging. Additionally higher level Moon Mages have access to Ripple which can remove ground clutter, or they may have Dazzle and Moonblade which can be used to create 'slivers'. Slivers are one of the most damaging items that you can use for TKT, plus they orbit your character and are always used before anything on the ground. The two things to remember that will help you get the most of this spell are: 1) Fully Target your target, and 2) Additional mana increases the damage. For young Moon Mages just starting out I suggest using either a plain bolt for a crossbow as ammo, or a dyrachis quill if you can get your hands on one.
Burn 7 44
Burn works backwards compared to most other offensive spells. Your Primary Magic determines your accuracy, and your Targeted Magic determines damage. This means that Burn is not a very accurate spell. Why do I say this? Most people will have more Primary Magic than Targeted Magic, yet you can notice that most young mages will miss with Burn, when they can hit the same creature with Telekinetic Throw. Also since the damage is based off your Targeted Magic, you will probably not do nearly as much damage if you do hit, compared to what TKT would do. Because of this, Burn will seem horrible at first. However, at some point your going to notice that Burn becomes a lot more powerful, and that you're killing things in one hit, that you were only scuffing before. This happens when your Targeted Magic gets high enough for Burn to do good damage. Since Burn comes down from above and can not hit the legs of the target, this makes it more likely that you will hit a vital area like the head, neck or back. When this happens against something that has a low vitality compared to your TM, you will usually kill the creature. Another nice thing about Burn is that is can't be blocked by shields. Burn isn't really for young mages. It's a spell that you have to grow into. Naphtha can be used with Burn to deal additional damage. Even though you can cast Burn fairly quickly and get good results, the best way to get extreme damage is to fully prepare Burn and use additional mana
Moonblade 10 70

When cast, it will either create a Medium Edged or Heavy Edged blade, depending on which of your skills is higher. You can cast Dazzle on your Moonblade to shatter it into 'slivers' that orbit your head. These act as TKT ammo, and will be used instead of anything on the ground until they are gone. Or on the flip side, if you have a moonblade out and someone tries to cast Dazzle on you, you have a chance of negating the Dazzle by 'blocking' it with your moonblade. If you succed your moonblade will explode into slivers and they will orbit you. Assuming you know Dazzle this move might actually be more effectively used to disarm someone else wielding a moonblade, but that's just my opinion. You can also learn Magical Devices simply by focusing on it repeatedly. Note: A Moonblade is very light, the Medim Edged blade weighs 10 stones for example. Duration is 10 minutes at 10 mana, with duration increasing with more mana.

Teleport 15 26
This is one of our best spells. It's usefulness can't be overstated. You need to have a moonbeam focused somewhere before you cast, and you have to cast on the same moon that your moonbeam is. The further you are going to teleport, the more mana you will need to put into the spell. Teleport is easier to use over greater distances than Moon Gate. Even if you never plan on getting Moon Gate, get should get this spell. You won't regret it.
Telekinetic Storm 10 ?
For now, this is the only spell Moon Mages have that can damage multiple foes. That is the only thing positive I have to say about it. On the other hand, I can say quite a few negative things. It has a short duration, capping out at less than 40 seconds I believe. It does very little damage per strike. Other things you should know are that it will use slivers like TKT and choose those above items on the ground. Also Shear and Seal of Deflection offer protection from stuff hitting you.
Moon Gate 10-Harnessed n/a
Teleport for everyone! Another one of our premiere spells. This spell lets you open a gate between your location and the location of one of your moonbeams. It gives nerve damage and it drains your harness pretty fast. You have to keep 10 mana harnessed too in order to keep the gate open. You can not lead someone through your own gate, but they can lead you. The gate will close immediately when you step through to the other side. Moon Gate hates water, and requires around 245 Primary Magic to cast even 1 room away from your moonbeam on the islands. If you do open a moongate while you are in 'deep' water (like the river), you and everyone else in that room will be washed through your gate instantly. You can walk through your Moon Gate without stunning yourself, so this makes it preferable to Teleport over short distances.
Unleash 3 55
This spell has 2 uses... letting you cast spells from spell scrolls without having to have the scholarship required to read them, and activating enchanting sigils. The first use, "unleashing" spells off of scrolls, is better than it used to be, the chance of destroying the scroll seems to be fairly low. Skills may play a part in that, I don't know. Also, if you're serious about enchanting, and don't have Dazzle, you will probably want this spell, because when you use it to activate sigils, it can raise the magical quality of the enchantment. This is a great power for the serious enchanter.
Whole Displacement 12 55
The Magic 2 version of this spell is pretty awesome. Once cast, you will be teleported out of combat anytime something tries to advance on you for the duration of the spell. You can also cast on creatures or players to try and teleport them short distances (combat ranges, or even out of the room). The second use is very hard to do though, and has limited appeal. When you are teleported, there is a brief stun of about 1 second, and your balance decreases slightly. If you injured, or if you are facing so many opponents that you are teleported really often, you will lose your balance and fall over. Because of this, you should be very careful using Whole Displacement if there are creatures with ranged attacks around. This spell is great for the mage who just wants to set back and cast offensive spells without worrying about getting into melee combat.
Contingency 14 45
While in effect it 'pulses' every so often; if during this pulse you are stunned or dead, it will activate and teleport you to a friend you are linked with via Seer's Sense, or a moonbeam. The duration is pretty good, I can get around 40 minutes. While it is active it will check to see if your character meets the conditions (stunned/dead/webbed/etc...) for it to activate about once every 6 seconds I'd say. The check is against your Primary Magic skill I believe, the higher the skill the more likely the spell will activate. I've personally had this spell save my life. I've also used it in some nice combinations to get around without having a moonbeam out. One bad thing, when you die you drop hand held items, then the spell teleports you, leaving them behind. (another reason to consider using a moonblade) Other than that one bad thing, this spell is pretty nifty and a great example of how diverse and useful Moon Mage spells can be.
Ripple 10 75
This spell teleports random items and monsters into nothingness. The main use I see for this spell is weeding out invasion creatures. However, the teleporting of creatures is skill based. You can't just Ripple out a bunch of Adan'f Warriors if you're only 20th circle. I've personally used the spell as a form of Banner of Truce, creating a sort of safe room. This allowed another player to dig out their grave without being attacked by monsters, and I didn't have to try and kill off a monster every time one entered, it just *poofed* when the spell pulsed. Duration is not really all that great, about 1 minute was what I could get when I tested it, though I am sure it can go beyond that with enough skill. Of course you can also use this spell to remove ground items like compost, clearing the way for TKT to use a specified item you drop.
Riftal Summons 15 50
This spell has a lot of potential, and could probably bring about some fun scenarios. However, due to some of it's limitations, I have to give it an average rating. Honestly it's like a 1 star rating until you need it, then it is like a 5 star rating because of the power it gives you. Like Moongate, it is really hard to cast, or use around water. There is a skill check involved on pulling someone through the rift, this is to keep players from 'linking' with 99th circle NPCs and then pulling them through a rift. If your trying to summon someone who is willing, but is really far above you in skill, they can just lay down... that should make them an easy target.
Shear 8 63
When you cast Shear you will be surrounded by a shimmering globe of blue fire. While Shear is on you, any spells cast at you will you have to be checked against the Shear. Depending on the strength of the Shear, your skills, the skills of the caster, and the mana used, Shear will either lessen the effects of the spell, totally negate the spell, or be overwhelmed letting the spell through. If Shear lessens or negates the spell, the caster will have lunar energy lash back at him/her and be stunned, leaving them temporarily at your mercy. One bad thing, while Shear is up you will not be able to cast any spells from the Psychic Projection book. The duration is pretty long, and it is easy to max out. It is also quite easy to take down a Shear on someone by casting a beneficial spell at them, leaving them open for a nasty spell. All in all, I don't find Shear to be exceptional at this time, thus the average rating.
Imbue   8 75
I can't really rate Imbue. It does what is supposed to do, and it does it perfectly. If you don't want to enchant, there really isn't a need for this spell, and it would be a waste of a spell slot for you. If you are a serious Enchanter, you will need Imbue for Constellation Jewelry and future enchantments. So it's either a 1 star or 5 star spell, take your pick. Note: when you are using Imbue, the size of the material will determine if you need to add extra mana to the spell in order for it to work, and how much extra you will need. *NOTE: Imbue removes ANY and ALL special aspects of an item. For example if you Imbue a weapon, it will no longer be a weapon. DO NOT Imbue anything of use or value.

[Perception] [Psychic Projection] [Moonlight Manipulation] [Stellar]

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