ARMOR: A n y
MAJOR SPHERESS: All, astral, charm, divination, healing, necromantic, REQUIREMENTS: Wisdom 15
PRIME REQ.: Wisdom AL I G N M E N T: L G
WEAPONS: All bludgeoning (wholly Type B) weapons, nets, lassos, and anything that allows capture without harming the victim
protection, plant, sun, travelers MINOR SPHERES: Charm, elemental, guardian, wards MAGICAL ITEMS: Same as clerics
REQ. PROFS: Direction sense BONUS PROFS: Navigation
• The first weapon a guide learns must always be the quarterstaff.
• Guides receive a +3 bonus to direction sense proficiency checks.
• Guides are immune to maze, the direction-confusing effects of the guards and wards spell, and similar spells and spell-like effects that cause them to lose the way or become confused about what direction they are moving.
• Guides are able to cast protection from evil (as the 1st-level priest spell) once per day. For each three additional levels, a guide gains the ability to cast protection from evil again that day.
• At 3rd level, guides have the ability to locate object (as the 1st-level priest spell) once per day.
• At 5th level, guides have the ability to locate creature (as the 4th-level wizard spell) or create a moonblade (as the 3rd-level priest spell) once per day.
• At 7th level, guides may create a moon path (as the 5th-level prlebt spell) or gain true seeing (as the 5th-level priest spell) once a day.
• At 10th level, guides are able to find the path (as the 6h-level priest spell) once a day. As a first priority, a guide is to use this ability to find something that has been lost.
Moon Blade (Alteration, Evocation)
Sphere: Combat, Sun
Range: 0
Components: V, S Duration: 1 round/level Castmg Time: 6
Area of Effect: One swordlike magical construct Saving Throw: None
This spell brings into being a silent, weightless swordlike construct made of moonlight that extends 4 feet straight out from the caster’s hand. It cannot be dropped, transferred to the grasp of another being, or broken.
To strike, it must be wielded as a weapon. The caster’s normal THAC0 applies, but a moon blade is considered a +4 magical weapon for the pur-pose of what kinds of beings it is able to hit. Its strike drains vitality or life force, causing no visible wounds, but inflicting 1d12+4 points of damage.
Undead are visibly wounded by, a moon blade their substance boils away from its touch, and they suffer 2d12+4 points of damage per blow.
A successful moon blade strike temporarily scrambles magic. On the round after being hit, victims cannot cast spells or call on any spell-like abilities. The functioning of existing spell conditions is suspended for that round, and magical items wielded by, the victim do not function for that round.
A moon blade vanishes if its caster is slain or casts any other spell ex-cept those that have only verbal components.
This spell as no connection with the enchanted items known as moon-blades borne and made by some elves.
4th Level
Wall of Moonlight (Alteration, Evocation) Sphere: Protection, Sun
Range: 5 yards/level Components: V, S Duration: 1 round/level Casting Time: 7
A 6-inch-thick vertical plane with a surface area of 5 square feet/level per side
N o n e Area of Effect:
Saving Throw:
This magic creates a shimmering tapestry of swirling, pearl-white force. A wall of moonlight is intangible, need not be anchored to anything, and can readily he passed through. It can be made smaller than the caster’s limits if surroundings confine it or the caster wishes to leave an opening beside it, but it cannot be dismissed prematurely. The false moonlight of the wall is bright enough to read by and to clearly illuminate its surroundings within 20 feet in all directions. Beings employing infravision cannot see clearly through it, though they may, if the situation allows, be able to shield their eyes and see past it.
A wall of moonlight has the following effects on creatures and items com-ing into contact with it or passcom-ing through it: Undead creatures take 4d12 points of damage. Creatures of evil alignment plus any being who is carrying a holy symbol consecrated to the goddesses Shar or Umberlee suffer 2d10 points of damage. Magical items glow with a sudden red faerie fire for 1d4+1 rounds; this cannot be banished before its duration ends, even if the wielder can normally control the radiance of the item. Magical potions must make a successful item saving throw vs. magical fire or explode, inflicting 3d4 points of damage upon beings within 10 feet or 1d4+8 points of damage to any being carrying them if they are carried in a glass, crystal, or ceramic flask. (If they are carried in some other manner and fail their saving throw, the Dungeon Master must adjudicate the appropriate proportionate effects.) Fi-nally, magical darkness of any sort is banished and cannot be evoked or con-tinue to exist within 40 feet of any part of a wall of moonlight.
If a creature passes through the wall more than once, or pauses in its midst for more than one round, the being suffers this damage
tact with the wall or round of continuous contact with it.
for each
con-(Mistress of the Night, the Lady of Loss, Nightsinger)
5th Level
Moon Path (Alteration, Evocation) Sphere: Sun, Travelers
Range: 5 yards/level
Components: V, S, M Duration: Special Casting Time: 8
Area of Effect: A variable-width, glowing white stair or bridge of translucent force a maximum of 15 feet/level long Saving Throw: N o n e
This spell enables its caster to create a stair or bridge from one known, vi-sualized spot to another. The effect is a railless ribbon of glowing white translucent force like a glass strip that is from 3 to 20 feet wide as the caster decides (and able to vary in width over its length if the caster desires). It is a maximum of 15 feet per level of the caster long, though the caster may make it shorter if space is constricted. It can climb or descend and sticks to its endpoints unshakably, even if these endpoints are actually empty air above known ground features.
Beings walking on a moon path are protected as follows: They cannot be drained of abilities or experience levels (life force), they cannot be harmed by normal missiles, they are immune to all enchantment/charm spells (al-though they can sense enough of a spell effect to identify it for what it does), and they cannot fall over or off the moon path, no matter what force strikes it or them.
A moon path needs no supports, cannot be shattered or moved by any known force, and is stable enough to cast spells from. It vanishes if struck by a successful dispel magic, if the caster wills it to, or if it has been completely traversed by as many beings as the caster has experience levels. Otherwise, it persists for 1 turn/level of the caster. Beings on a moon path that expires or vanishes are subject to normal falling damage when they strike whatever hard surface is below. A magical barrier of the 6th or greater spell level stops a forming moon path or truncates an existing one where the two meet, hut the caster cannot choose to banish only a part of his or her moon path in a similar manner. Loss of one part of a moon path has no effect on remaining parts, even if the loss cuts the path in two.
The material component of this spell is a handful of powdered moonstone.
Moonweb (Abjuration, Alteration)
Sphere: Guardian, Sun
Range: Touch
Components: V, S, M Duration: 2 turns/level Casting Time: 8
Area of Effect: One touched creature or opening with a surface area of up to 1 square foot per level.
Saving Throw: N o n e
This spell creates a web of glowing, shimmering strands of silvery light. It affects one touched creature or opening (for example, a doorway or win-dow) with a surface area of up to 1 square foot per level. This moonweb can-not be seen through except by priests of Selûne, the goddess herself, and the beings in its protected area, but it does not foil magical means of de-tecting or locating beings and objects.
Any being, weapon, or spell striking a moonweb is forced, violently and immediately, back to its source. This includes beings trying to circumvent such a barrier by means of dimension door or teleportation magics (which are drained and ruined by the m o o n w e b ) . Weapon attacks directed at or through a moonweb rebound for full damage on their wielders.
Before rebounding, magical weapons do a moonweb 1 point of damage for each point of attack bonus (each “plus”) possessed. A moonweb can be destroyed by inflicting 1 point of such magical melee damage per level of its caster upon it or by the application of a successful dispel magic.
Moonwebs repel globes of invulnerability and other magical barriers, but any contact between a moonweb and an anti-magic shell or any prismatic magic instantly destroys both spell effects in a spectacular burst of harmless blue sparks and crawling purple lightning bolts.
If the caster of a moonweb is on the same plane of existence as the moon-web whenever any being or object destroys it or tries to pass it, the caster gains a clear, vivid mental image of the offending object or being.
The material components of this spell are a piece of gray or silver hair from any source and a drop of holy water.
Shar
Greater Power of the Gray Waste, NE
PORTFOLIO: Dark, night, loss, forgetfulness, unrevealed secrets, cav-erns, dungeons, the Underdark
ALIASES: Ibrandul (Calimshan, the Shining South, Waterdeep/
U n d e r m o u n t a i n ) DOMAIN NAME: Niflheim/Palace of Loss SUPERIOR: N o n e
ALLIES: Myrkul (non dead), Talona
FOES: Selûne, Lathander, lbrandul (now dead), Amaunator (now dead), Shaundakul
SYMBOL: A black disk with a border of deep purple WOR. ALIGN.: Any, but mainly evil
Loss is the nature of Shar (SHAHR). One of the Dark Gods, she is a deeply twisted and perverse being of In-effable evil and endless petty hatred and jealousy. She rules over pains hidden but not forgotten, bitterness carefully nurtured away from the light and from others, and quiet revenge for any slight, no matter how old. She is said to have the power to make her devout followers forget their pain, yet what occurs is that they become inured to the loss, treating it as a common and natural state of being. The basic inanity of life and foolishness of hope are the cor-nerstones of Shar’s being. She revels in the concealed, in that which is hid-den, never to be revealed. She can always clearly perceive every being, ob-ject, and act performed within darkness.
In temples, representations of the goddess are either a black sphere out-lined in racing, magically animated flames of purple or paintings of a beau-tiful human with long, raven-black hair dressed in swirling dark garb. She smiles coldly and her large eyes have black pupils and are otherwise solid purple.
Shar is the mortal enemy of Selûne and battles her ceaselessly on many planes through mortal worshipers and servitor creatures. The undying en-mity between the two goddesses is older than recorded time.
During the Time of Troubles, Shar killed lbrandul, a lesser power of cav-erns, dungeons, and the Underdark worshiped in Calimshan, the Shining South, and even Waterdeep, for daring to subvert those who venerate the
dark away from her. She appropriated his portfolio. She continues to grant the clergy of Ibrandul spells in Ibranduls name. She is quietly delighted that she is able to use this puppet church to subvert the worship of Selûne without drawing attention to her most faithful worshipers.