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The Five Moons of Mindrel


It is said that in the dawn of time, Thorgrum, God of Rocks and Mountains, created Mindrel using raw materials from the elemental planes of fire, earth, water and air. Once his task was done, some surplus material remained. This surplus material is now known as the five Moons of Mindrel.

The Moons retain some of the colossal magical energy that was deployed by Thorgrum. For this reason, they are used as primary focuses by Wizards that have decided to specialise in a given school of magic. In addition, Wizards and Sorcerers can use their attunement to a particular moon in order to complete a puissant transformation ritual, including the Path to Lichdom sought by Necromancers to achieve immortality.

Travel between Mindrel and the Moons usually requires the services of a high-level, specialised spellcaster, the involvement of a powerful deity or demon, and/or the activation of an arcane obelisk dedicated to planar travel.



Phoenix, the Red Moon


Phoenix, the Red Moon, is a piece of the elemental plane of fire. It is constituted mostly of magma, lava, fire lakes, hot sand dunes, volcanoes, volcanic glass, obsidian and other black rocks. It is inhabited by fire mephits, fire elementals, magmins, demons, djinns, blackforge dwarves, salamanders, fire giants, phoenixes, blue dragons and red dragons. Wizards and Sorcerers attuned to Phoenix are specialised in Evocation magic. Evocation spells are used to create beams of energy and powerful explosions. High-level spellcasters attuned to Phoenix can undergo an ancient ritual to transform their body into an elemental form.

Elemental Form requirements: Level 15 Wizard or Sorcerer, Phoenix Attunement, Greater Spell Focus (Evocation), 250,000 gold, 20,000 XP, 1 Star Diamond.

Effects: You gain 50 extra Hit Points and Damage Reduction DR 10/magic. Permanent Freedom of Movement effect. All your energy-damage spells get a 50% bonus to their energy damage. Your physical attacks deal an extra 1d6 fire damage (a Half-Salamander would deal 2d6 points of fire or cold energy damage instead of the normal 1d6). You gain 50% resistance to fire damage and 50% vulnerability to sonic damage.


Juron, the Green Moon


Juron, the Green Moon, is a small sphere covered in luxuriant foliage, giant rain forests and jungles. It is inhabited by typical jungle, swamp, forest and savannah animals, Sylvan elves, Celestial centaurs, pixies, nymphs, dryads, snake men, green hags, goblins, giant frogs, crocodiles, wyverns, girallons, black dragons, green dragons and other wilderness races. Wizards and Sorcerers attuned to Juron are specialised in Alteration magic. Alteration spells are used to change creatures and materials physically. High-level spellcasters attuned to Juron can undergo an ancient ritual to transform their body into a construct-like form.

Construct Transformation requirements: Level 15 Wizard or Sorcerer, Juron Attunement, Greater Spell Focus (Alteration), 250,000 gold, 20,000 XP, 1 Star Diamond.

Effects: You gain 50 extra Hit Points and Damage Reduction DR 10/magic. You gain Fire and Cold damage immunity. Your Base Attack Bonus (BAB) is upgraded from low BAB to medium BAB. Your size category increases by one, from Small to Medium, Medium to Large, or Large to Huge. You gain two extra arms (a Mantis would then have six arms). You gain 50% resistance to sonic damage and 50% vulnerability to acid damage.


Meril, the Blue Moon


Meril, the Blue Moon, is a ball of warm salty water from the elemental plane of water, with a number of scattered tropical islands. Many geysers of hot water and steam can be found on Meril. It is inhabited by sahuagins, sharks, merfolk, water elementals, sea hags, krakens, giant crabs, aboleths, water nagas, dragon turtles, water dragons and a variety of other races that thrive in the environment of Meril. Wizards and Sorcerers attuned to Meril are specialised in Enchantment magic. Enchantment spells are used to affect the mind of creatures in positive and negative ways. High-level spellcasters attuned to Meril can undergo an ancient ritual to transform their body into an astral form.

Astral Projection requirements: Level 15 Wizard or Sorcerer, Meril Attunement, Greater Spell Focus (Enchantment), 250,000 gold, 20,000 XP, 1 Star Diamond.

Effects: You gain 50 extra Hit Points and Damage Reduction DR 10/magic. Permanent Mind Blank effect. All your saving throws increase by four points. You gain two extra daily spell slots of each spell level accessible to you now and in the future. You gain 50% resistance to electricity damage and 50% vulnerability to cold damage.


Solann, the White Moon


Solann, the White Moon, is a land battered by snow storms and semi-solid white fog clouds, a magical land of tundras, mountains, icy rivers, and boreal conifer forests. It is inhabited by frost giants, cloud giants, cloudtop half-giants, titans, air elementals, bird men, rocs, griffins, pegasi, frost worms, dwarves, white dragons, cloud dragons, white drakes, polar bears and boreal wolves. Wizards and Sorcerers attuned to Solann are specialised in Conjuration magic. Conjuration spells are used to create physical objects, summon creatures and manipulate the environment. High-level spellcasters attuned to Solann can undergo an ancient ritual to transform their body into a celestial form.

Celestial Ascent requirements: Level 15 Wizard or Sorcerer, Solann Attunement, Greater Spell Focus (Conjuration), 250,000 gold, 20,000 XP, 1 Star Diamond.

Effects: You gain 50 extra Hit Points and Damage Reduction DR 10/magic. You gain immunity to Negative Energy and Level Drain. Permanent Fire Shield effect as with the spell Energy Shield. Your Armour Class increases by four points. You gain 50% resistance to acid damage and 50% vulnerability to electricity damage.


Nocturnis, the Black Moon


Nocturnis, the Black Moon, is a barren, wind-swept sphere of dark marble and crackling lightning. It is thought to be connected to the plane of negative energy. Shadows and other undead creatures can be found on Nocturnis as they are attracted to its powerful negative-energy core. Wizards and Sorcerers attuned to Nocturnis are specialised in Necromancy magic. Necromancy spells are used to wield negative energy, slay living creatures and drain their life force. High-level spellcasters attuned to Nocturnis can undergo an ancient ritual to transform their body into an undead-like form.

Path to Lichdom requirements: Level 15 Wizard or Sorcerer, Nocturnis Attunement, Greater Spell Focus (Necromancy), 250,000 gold, 20,000 XP, 1 Star Diamond.

Effects: You gain 50 extra Hit Points and Damage Reduction DR 10/magic. You gain immunity to Death and Disintegration effects. Regeneration 5 Hit Points per round. You resurrect upon rest automatically (at least one party member must be alive). You gain 50% resistance to cold damage and 50% vulnerability to fire damage.



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