Spells

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Bard Spell Lists

3nd-level Bard Spells

Deadly Howl: Howl inflicts 1d points of sonic damage/level and leaves creatures of 4 HD or less shaken.

5th-level Bard Spells

Lunatic Gaze: Your gaze makes other uncomfortable, and may frighten those who feel the force of your stare.

Cleric Spell Lists

4th-Level Cleric Spells

Full Moon Blessing: Subject transforms into a werewolf hybrid

Druid Spell Lists

3rd-level Druid Spells

Hunter’s Mark: Heightens speed and senses while tracking a selected creature.

4th-Level Druid Spells

Full Moon Blessing: Subject transforms into a werewolf hybrid

Ranger Spell Lists

3rd-level Ranger Spells

Hunter’s Mark: Heightens speed and senses while tracking a selected creature.

Sorcerer/Wizard Spell List

1st-Level Sorcerer/Wizard Spells

Abjur Mark of the Red Moon: Subject is connected to the power of the full moon.

2nd-Level Sorcerer/Wizard Spells

Trans Blood of the Moon: Aura gives you the ability to strike with the power of the moon.
Lunar Shackle: Prevents lycanthrope from changing form.

3rd-Level Sorcerer/Wizard Spells

Conj Lunar Twin: You share space with an intangible wolf that attacks opponents and provides concealment.
Evoc Bolt of the Red Moon: Ray deals 1d6+1 points of damage and confuses target.
Deadly Howl: Howl inflicts 1d6 points of sonic damage/level and leaves creatures of 4 HD or less shaken.
Illus Dream of the Moon’s Hunter: Phantasmal werewolf hunts target in their dreams, leaving them distracted when they wake.
Trans Hunter’s Mark: Heightens speed and senses while tracking a selected creature.

4th-Level Sorcerer/Wizard Spells

Illus Touch of Lunacy: Target believes that they have become a werewolf.

5th-level Sorcerer/Wizard Spells

Ench Lunatic Gaze: Your gaze makes other uncomfortable, and may frighten those who feel the force of your stare.
Trans Full Moon Blessing: Subject transforms into a werewolf hybrid.

9th-level Sorcerer/Wizard Spells

Ench Blood Moon Rising: Triggers transformation in nearby lycanthropes, then enrages them or puts them under your control.

Blood of the Moon

Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell surrounds you and all objects you carry with an aura of pure moonlight, allowing you to make unarmed and armed melee attacks as if you were wielding weapons of alchemical silver. In addition, any afflicted lycanthropes within 30 feet of you must make a Control Shape skill check each round to resist an involuntary change to their animal form.

Material Component: A few drops of blood and a few shards of alchemical silver.

Bolt of the Red Moon

Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: Yes

You fire a blast of pale crimson energy that resembles a beam of bloody moonlight. You must make a ranged touch attack to use the bolt to strike a foe. If it hits, you deal 1d6 +1 point per level of damage, and the target must make a Will save or suffer the effects of a lesser confusion spell.

If this spell is used against a lycanthrope, regardless of whether their lycanthropy is naturally occurring or afflicted, they must make an immediate Control Shape skill check (DC 25) to resist an involuntary change into their animal form. Those that fail the check suffer no damage from the spell, instead gaining 1d6 +1 point per level temporary hit points due to the infusion of lunar energy. The temporary hit points disappear after one hours.

Deadly Howl

Evocation [Sonic, Fear, Mind-affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half (Later Will negates, see text)
Spell Resistance: Yes

You emit a piercing wolf’s howl that inflicts 1d6 points of sonic damage per level (Maximum 5d6). Further, all creatures of 4 HD or less in the area of effect must make a Will saving throw or become shaken for 1d3 rounds.

Dream of the Moon’s Hunter

Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

You create a terrifying phantasmal werewolf and send it into the dreams of a specific creature that you name or otherwise designate. Once there the werewolf becomes an integral part of the subject’s dreams, turning them into horrifying nightmares where they are stalked, hunted and ultimately savaged by the lycanthropic beast. While these dreams aren’t strong enough to disrupt restful sleep, the lingering memory of the dream is enough to leave the subject anxious and irritable.

For twenty-four hours after they wake, the target remains uncomfortable and nervous. They constantly see the beast in their minds eye, and spend most of their time checking over their shoulders and standing with their backs to the door. They suffer a –5 penalty to Spot and Listen checks and a –2 penalty on Will saves against fear affects. If the target encounters a dog, wolf, or any other creature with wolf-like features during this period, they must make an immediate Will save or become shaken for 1d4 rounds.

The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

Knowledge Will Save Modifier
None1 +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) –5

1 You must have some sort of connection to a creature you have no knowledge of.

Connection Will Save Modifier
Likeness or picture –2
Possession or garment –4
Body part, lock of hair, bit of nail, etc. –10

Dispel evil cast on the subject while you are casting the spell dispels the dream of the hunter moon and causes you to be stunned for 10 minutes per caster level of the dispel evil.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter the trance, you are not aware of your surroundings or activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throws, for example.)

Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.

Material Component: A lock of hair from a werewolf and a pouch of sand or dust.

Full Moon Blessing

Transmutation
Level: Clr 4, Drd 4, Sor/Wiz 5
Components: V, S, M, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 1 hour/level (see below)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You imbue the target with a limited version of lycanthropy, transforming them into a werewolf hybrid for the duration of the spell. The subject immediately adopts the hybrid form on a failed Fortitude save, and cannot use the Control Shape skill to alter their form.

Creatures under the effects of this spell are not truly lycanthropes, so they do not transmit lycanthropy through their natural attacks. They retain a measure of their own intelligence and personality while in their hybrid form, although they still feel the pull of the moon and subjects capable of seeing the full moon must make a Will save (DC 15) or temporarily adopt the werewolf’s chaotic evil alignment for the duration of the spell.

The spell’s duration is strongly connected to the subject’s exposure to see the moon and the ability to feel its pull when the spell is cast. The full moon blessing has a duration of 1 hour per caster level if it is cast on a subject that can see the light of the full moon. If cast while the target is unable to see the night sky, the duration drops to 10 minutes per caster level. If cast during daylight or while the subject is indoors or underground, the duration drops to 1 minute per caster level. The duration does not change if the subject moves from one environment to another; it is set by the presence of the moon when they first adopt their new form.

Arcane Focus: An alchemical silver dagger

Material Component: A tuft of hair from a werewolf and a drop of blood from the spell’s target.

Hunter’s Mark

Transmutation
Level: Drd 3, Rgr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell creates a small, moon-shaped mark on the subject’s forehead, granting the ability to track a specific creature with the keen senses and tenacity of a wolf. You select the creature the subject is hunting at the time the spell is cast.

The subject can track and detect the presence of the chosen creature as though they possessed the scent ability, and gains a +10 feet enhancement bonus to their base land speed while following the scent trail. Further, they gain a +2 enhancement bonus to their Wisdom and a +4 competence bonus to their Listen, Spot and Survival checks for the duration of the spell.

The subject can only detect the scent of the creature chosen by the spell, they do not gain the ability to track or detect other creatures by smell. If the subject finds and defeats the creature they are hunting, whether that defeat is the result of slaying the creature or rendering it harmless, the spell ends immediately. The subject cannot knowingly take any action other than pursuing their prey without breaking the spell, but may otherwise act as they please.

Material Component: An object bearing the scent of the creature you wish to track.

Lunatic Gaze

Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action (see below)
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature
Duration: 1 round per three levels; see below
Saving Throw: Will negates
Spell Resistance: Yes

You develop a wide-eyed gaze full of unnatural madness and bloodlust. Creatures find it difficult to meet your eyes and shy away from you, giving you a –5 circumstance penalty to Bluff and Diplomacy and a +5 circumstance bonus to Intimidate against any creature that can see you.

Each round you can target a single living creature with the full intensity of your gaze, having one of the following effects, based on the subject’s hit dice, if they fail a Will save.

HD Effect
8 or more Frightened
5-7 Panicked
4 or less Cowering

Frightened: The subject is frightened for 1d4 rounds, suffering a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. They attempt to flee from you as best they can, but if unable to flee they may fight. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, they are shaken for 10 minutes per caster level, and they automatically become panicked again if they come within sight of you during that time.

Cowering: The subject cowers before you, frozen with fear, as long as you are within their line of sight. Even after you leave, they are panicked for 10 minutes per caster level, and they start cowering again if they come within sight of you during that time.

The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.

Material Component: A crystal lens that has been daubed with the blood of a lycanthrope.

Lunar Shackle

Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./two levels)
Target: One living creature
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes

A pale red ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any lycanthrope struck by the ray is covered with a shimmering field of energy that prevents them from sensing the moon, effectively locking them in whichever form they inhabit when the spell is cast.

Regardless of whether they are in their humanoid, hybrid or animal form, the lycanthrope stays in their current form for the spell’s duration. Any attempt to use the Control Shape skill automatically fails, and even the insistent tug of the moon on an afflicted lycanthrope is not enough to trigger a transformation.

This spell does not interfere with the lycanthrope using abilities to change their form, only attempts to use shapeshifting abilities based upon their lycanthropy. A werewolf wizard could, for example, adopt a new form by using a polymorph self spell.

If used against a creature other than a lycanthrope, the subject suffers any drawbacks that may occur if they lose contact with the moon. For example, a sorcerer under the effects of this spell could not gain the hour per level duration for a spell such as full moon blessing even if they were standing under a full moon in a clear sky.

Focus: A tiny shackle made of alchemical silver worth 50 gp.

Lunar Twin

Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Person
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You create a pale, ghostly wolf composed of moonlight and magic. The wolf bears a strange resemblance to you, imitating the form you would use if afflicted with lycanthropy and forced to adopt an animal form.

Creatures looking at you see your physical form flicker in and out of visibility, consistently being replaced by your wolfish double. The wolf moves with you for the duration of the spell, acting when you act and attacking any enemies that come within arm's reach.

You gain the benefit of concealment (20% miss chance) while your ghostly twin is in place. Once per round it strikes out at any opponent within 5 feet that you desire, starting with the round you cast the spell. Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively). The werewolf bites as though it was your lycanthropic twin, inflicting 1d6 points of damage, plus 1-1/2 times your Strength modifier. This attack is treated as alchemical silver for the purposes of overcoming damage reduction.

The lunar twin always strikes from your direction, and does not gain any bonuses for flanking or help a combatant get one if you are not threatening the area that surrounds you.

Each round after the first, you can use a move action to switch the lunar twin to a new target. If you do not, the lunar twin continues to attack the previous round’s targets.

If an attacked creature has spell resistance, the resistance is checked the first time the lunar twin strikes it. If the lunar twin is successfully resisted, the spell is dispelled. If it is not, the lunar twin has its normal effect on that creature for the duration of the spell.

Material Component: A werewolf’s tooth capped with silver.

Mark of the Red Moon

Abjuration
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell creates a pale, moon-shaped mark on the forehead or palm of the subject, covering them in a pearly luminescence. Those bearing the mark are treated as though they were standing beneath open night sky under the light of the full moon for the purpose of all spells, supernatural abilities and other effects where the presence of the moon in the night sky is important.

The subject could, for example, use the powers of a ring of shooting stars while bearing the mark of the red moon, even if they were standing beneath the midday sun. A vampire under the effects of the mark could venture into the daylight without fear of harm, protected by the sun’s rays by the pearly radiance.

Focus: A small coin made from alchemical silver worth 5 gp.

Blood Moon Rising

Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./two level)
Target: All lycanthropes within range
Duration: Instantaneous (see text)
Saving Throw: Will partial
Spell Resistance: Yes

You summon a red globe that emits a flash of red moonlight, triggering an immediate response in every lycanthrope within range. All lycanthropes must make a Control Shape skill check to resist an involuntary transformation, regardless of whether their lycanthropy is natural or afflicted. Those that fail immediately adopt their hybrid of animal form (your choice) and must make a Will save or suffer the following effects based on the nature of their curse.

Afflicted Lycanthropes: All afflicted lycanthropes that fail their Will save fall under your mental control. You form a mental link with each creature under your control, allowing you to command them as you desire, within the limits of their abilities. You must share a common language to give the subject detailed commands; otherwise you can communicate only basic concepts such as “Come here”, “Stand” and “Fight.” You know what the controlled lycanthropes are experiencing, but you do not receive any sensory input from it.

Once you have given a controlled lycanthrope a command, it continues to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving controlled lycanthrope a new command is the equivalent of redirecting a spell, so it is a move action.

The lycanthropes resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

Your control over the lycanthropes lasts for one hour per caster level. If you don’t spend at least 1 round concentrating on the spell every hour, the subject receives a new saving throw to throw off your control.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

Natural Lycanthropes: Natural lycanthropes cannot be controlled by the magic of blood moon rising, but they are driven into a murderous frenzy by the sight of the bloody orb. They gain a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC for one hour per caster level, and temporarily forget their identity as they indulge their bestial nature. They cannot resume their human form during this time, and behave much like an afflicted lycanthrope of the same type does during an involuntary transformation.

Material Component: An orb of alchemical silver worth 1000 gp, filled with the blood of three lycanthropic creatures.

Touch of Lunacy

Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: 1 minute/level
Saving Throw: Will disbelief
Spell Resistance: Yes

Your touch causes the target to believe that they have fallen under the moon's sway, transforming into a savage wolf that’s a danger to their friends and comrades. For the duration of the spell the subject attempts to move on all fours, attacking with their bite and speaking in savage snarls and howls.

Creatures unused to walking on all fours reduce their movement by 10 feet as they crawl around and suffer a -2 penalty to their melee attack rolls and Armor Class due to their hunched posture.

Creatures that do not possess a natural bite attack are treated as though they are making unarmed strikes as they bite at their opponents, drawing attacks of opportunity as they do so.

The subject retains their own mind and the ability to act as they will, but their every action is influenced by their perception that they have been transformed into a wolf – they cease speaking, cannot use their hands to perform any but the simplest of tasks, and move and fight as they expect a wolf might. The subject gets an additional Will save every round at the end of their turn to see through the illusion.

Subjects that can see the full moon overhead suffer a –2 penalty to their Will save against this spell. Creatures that are intimately familiar with the nature of lycanthropy, such as true lycanthropes, gain a +2 circumstance bonus to their Will save.

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