


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