LUNIMANCER

Members of an obscure cabal of moon-studying spellcasters are said to utilize both sorcerous spell power, and something less easily defined.  Through esoteric studies of the variations of the moon, and the corresponding condition changes caused in others, they have learned to harness some fraction of its power for their own use.  The unpredictability of their abilities and the radical difference in their powers from most arcanists makes them dangerous.

 

Alignment: Any.

Hit Die: d6.

Class Skills

The lunimancer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Lunimancer

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th
1st +0 +0 +2 +2 Lunar Curse 1/day
2nd +1 +0 +3 +3 Progressive Madness 0, DR 1/silver
3rd +2 +1 +3 +3 Smite Balance 1/day
4th +3 +1 +4 +4 Magical Aptitude 0
5th +3 +1 +4 +4 Progressive Madness 1, low-light vision 0
6th +4 +2 +5 +5 Spell Secret 1
7th +5 +2 +5 +5 Grace of the Moon 1
8th +6/+1 +2 +6 +6 Smite Balance 2/day 1 0
9th +6/+1 +3 +6 +6 Lunar Curse 2/day 1 0
10th +7/+2 +3 +7 +7 Progressive Madness 2 1 1
11th +8/+3 +3 +7 +7 Spell Secret 1 1 0
12th +9/+4 +4 +8 +8   1 1 1
13th +9/+4 +4 +8 +8 Smite Balance 3/day 1 1 1
14th +10/+5 +4 +9 +9 DR 7/silver 2 1 1 0
15th +11/+6/+1 +5 +9 +9 Progressive Madness 3 2 1 1 1
16th +12/+7/+2 +5 +10 +10 Spell Secret 2 2 1 1
17th +12/+7/+2 +5 +10 +10 Lunar Curse 3/day 2 2 2 1
18th +13/+8/+3 +6 +11 +11 Smite Balance 4/day 3 2 2 1
19th +14/+9/+4 +6 +11 +11   3 3 3 2
20th +15/+10/+5 +6 +12 +12 Progressive Madness 4, DR 10/silver 3 3 3 3

 

Class Features

All of the following are class features of the lunimancer.

Code of Conduct

A lunimancer’s ethic requires that she respect lycanthropes and the insane. While this does not restrict her from engaging in combat with them, she will never go out of her way to insult, profane, or anger one she knows to be a lycanthrope or a victim of madness.

 

Weapon and Armor Proficiency: Lunimancers are proficient with all simple and martial weapons.  They are not proficient with armor or shields.

Bonus Languages: A lunimancer may substitute Sylvan for one of the bonus languages available to the character because of her race.

Lunar Curse (Su): Once per day, when the moon would ordinarily be visible in the sky, a lunimancer can curse a foe as a free action. The target must be visible to the lunimancer and within 60 ft. The victim of a mystic curse suffers a -2 penalty on attacks, saves, skill checks, ability checks, and weapon damage for 1 hour thereafter. A successful Will save (DC 10+1/2 lunimancer's class level + lunimancer's Cha modifier) negates the effect. At every 8 levels beyond 1st (9th and 17th) a lunimancer gains the ability to use her curse one additional time per day. Multiple curses from the lunimancer will not stack, and any foe that resists the effect cannot be affected again by the lunimancer's curse for 24 hours.

Any effect that removes or dispels a curse eliminates the effect of a lunimancer's curse.

Progressive Madness (Ex): At second level, lunimancers begin a steady slide into insanity.  Henceforth, they use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A lunimancer cannot be restored to sanity by any means short of a miracle or wish spell.

The madness of the lunimancers provides a +1 bonus to their Charisma scores and a -1 penalty to their Wisdom scores per five class levels. A lunimancer restored to sanity cannot progress any further as a lunimancer.

Smite Balance (Su): Starting at 3rd level, a lunimancer may attempt to smite neutral with one attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per lunimancer level. If the lunimancer accidentally smites a creature that is not neutral, the smite has no effect, but the ability is still used up for that day.  Only creatures that are neutral on the ethical alignment axis are affected by the smite.

At every five levels thereafter, the lunimancer may smite balance one additional time per day, as indicated on Table: The lunimancer, to a maximum of four times per day at 18th level.

Spell Secret: At 6th level and every 5 levels thereafter, a lunimancer chooses one class spell to permanently attach a metamagic feat to.  Thereafter, the lunimancer prepares that spell with the metamagic feat, but with no change in the spell slot taken.  Only feats that would normally alter the slot by one level can be chosen.  Multiple instances of spell secret can be applied to the same spell.  The lunimancer does not need to actually possess the specified metamagic feat.

Once chosen, a spell secret cannot be reassigned, nor can the spell be cast without the benefit of the feat.

Grace of the Moon (Su): At 7th level, a lunimancer adds her Charisma modifier as a bonus to all saving throws, and as a deflection bonus to her Armor Class, while in the moonlight.  This bonus only applies if the lunimancer is not wearing armor, encumbered, or similarly hindered.

Damage Reduction (Ex): A lunimancer gains damage reduction equal to one-half her lunimancer levels.  Only silver or alchemically silvered weapons overcome this damage reduction.

Spells: Beginning at 4th level, a lunimancer gains the ability to cast a small number of arcane spells, which are drawn from the lunimancer spell list. A lunimancer must choose and prepare her spells in advance.

To prepare or cast a spell, a lunimancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a lunimancer’s spell is 10 + the spell level + the lunimancer’s Charisma modifier.

Like other spellcasters, a lunimancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Lunimancer. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The lunimancer indicates that the lunimancer gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level The lunimancer does not have access to any domain spells or granted powers, as a cleric does.

A lunimancer prepares and casts spells the way a wizard does, though she cannot specialize in a school of magic. A lunimancer may prepare and cast any spell on the lunimancer spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a lunimancer has no caster level. At 4th level and higher, her caster level equals her lunimancer level.

1st-Level Lunimancer Spells

2nd-Level Lunimancer Spells

3rd-Level Lunimancer Spells

4th-Level Lunimancer Spells

Alicorn Lance
Evocation [Force, Light]
Level: Lun 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One lance
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

This spell creates a silver-hued lance made of force.  The lance is typically shaped in the form of a unicorn's horn, and lasts for one round, during which it can be wielded as a lance, or fired instantly as a ranged touch attack.  If it leaves the caster's possession for any other reason, it vanishes instantly.  Note that as the lance is a force effect, it does not have the 50% miss chance associated with striking incorporeal beings.  The lance deals 3d6 damage.  On a failed save, a creature struck by the lance is illuminated as though by a Faerie Fire spell.

Aura of Moonlight
Evocation [Light]
Level: Lun 3
Components: V, S
Casting Time: 1 standard action
Range: You
Targets: You
Duration: 1 minute/level, or until discharged
Saving Throw: None
Spell Resistance: Yes (see text)

This spell wraps the caster in a pale blue glow. The next time the caster is successfully struck in melee, the attacker suffers 1d6 points of damage per level (maximum 10d6). This discharge happens automatically; once the spell is cast, it cannot be controlled by the caster.  The victim of the discharge gets no saving throw, but spell resistance applies.

Cursed Blade
Transmutation
Level: Hex 4, Lun 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One bladed weapon
Duration: 1 round/level
Saving Throw: None (harmless, object)
Spell Resistance: No (harmless, object)

A weapon affected by this spell deals wounds that cannot be healed. Any damage dealt by the weapon itself (not including additional damage from special weapon properties such as shocking, wounding, etc.) cannot be cured by any means until the injured individual receives a remove curse (or any effect that neutralizes a curse).

If a creature is slain by a cursed blade, it cannot be raised from the dead until the curse on the body is lifted, via remove curse or a similar effect. Resurrection and true resurrection bypass this limitation.

Moon Blade
Evocation
Level: Lun 2, Hth 3, Moon 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: Sword-like beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

A 3-foot-long, blazing beam of moonlight springs forth from your hand. Anyone who can cast moon blade can wield the beam with proficiency. However, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as Weapon Focus.

Attacks with the moon blade are melee touch attacks. Its strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage plus 1 point per two caster levels (to a maximum of +15) to living creatures. Undead are visibly wounded by a moon blade. Their substance boils away from its touch, and they take 2d8 points of damage plus 1 point per caster level (to a maximum of +30) per blow. Since the blade is immaterial, your Strength modifier does not apply to the damage.

A successful moon blade strike temporarily scrambles magic. On the target's next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability. The DC is 10 + points of damage dealt + spell level. (An opponent hit by a moon blade while casting a spell must make the usual Concentration check to avoid ruining the spell in addition to the check on its next turn.)

The moon blade spell has no known connection with the magic items known as moonblades borne and made by some elves.

Arcane Material Component: A small candy made with wintergreen oil.

Wall of Moonlight
Evocation [Light]
Level: Lun 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of shimmering light, up to one 10-ft. cube/level (S)
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell invokes a shimmering tapestry of blue-white light.  The wall is physically intangible and can be easily passed through.  Undead creatures passing through the wall take 5d10 damage.  Chaotic or Lawful creatures passing through the wall take 5d6 nonlethal damage.

Sages theorize that away from Mori, where Rincul does not hold sway over the moon, Wall of Moonlight may produce somewhat different effects.