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, or
2d8 with the feat Intensified Energy. Finally, 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 receive a +4 bonus to Concentration checks and a +4 bonus to Strength. 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 a +4 bonus to Initiative checks. Your summoned creatures receive a +2 bonus to Attack Rolls.
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. You receive a +2 bonus to Constitution and the supernatural ability to avoid death.
Whenever you take enough damage to kill you, you go unconscious with -10 Hit Points instead.
You gain 50% resistance to cold damage and 50% vulnerability to fire damage.
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