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These changes apply to any spell which is cast in the HM setting, regardless of whether or not the caster is a Materan. Mystarans who travel to the Hollow Moon will have to discover how their magic has changed, by trial and error; likewise, a Materan-born spellcaster who leaves that setting's confines will soon discover that several of his or her spells work differently, beyond the effect of the Spell of Remembrance.
All four HM Immortals supported I - Sanguine Relic - Evil Spells Cast Under A Black Moon objectives, and mutual cooperation in planning the SoR allowed them to achieve their aims. Only extraplanar beings and bodiless constructs such as Unseen Servants are a no-no; magics that bring creatures to serve from elsewhere in the Prime Material Plane, or which create Prime Material creatures, are perfectly acceptable.
The spells DO function, but everything they create or summon will be a natural inhabitant of the lunar environment the result, if non-random, will be the nearest lunar equivalent to what the caster requested. Although summoning magics often bring Køntrimusikk - Stein Ove Berg - Stein Oves Beste results, when cast by Mystarans, DMs should take care not to give away important secrets with them.
Having one of these spells summon a kopru to serve the PCs, before they've had a chance to solve the riddle of the koprus' mind-controlled empire, could I - Sanguine Relic - Evil Spells Cast Under A Black Moon the suspense for everyone!
Other faerie folk native to the moon might be available, if the DM wishes to design some. There ARE shadows in the HM setting, so Summon Shadow works normally; as for the availability of other undead, there's a post coming up about them, too. Spells of Mass Destruction -- Mystara's first large-scale war, between the pteryx and Greater Neige - Juan Rozoff - AbalorladaKor!, saw both sides develop spells and magical items of terrifying power; and the Hollow Moon's pteryx also drew upon this arsenal in their efforts to cull the "dangerous animals" -- i.
Fearing the pteryx might turn these same mass-destruction magics against the various other races which were arriving in the HM setting as flyers, the pterosauroids could potentially launch attacks anywhere in the Nearsidethe Immortals incorporated effects into the Spell of Remembrance that rendered the pteryx's most devastating spells impotent.
In negating these super-magics -- most of which would be considered 11th level or higher spells, by contemporary standards; back in the M-Cretaceous, Mystara's magical energy was easier to come by -- the four HM patrons also "toned down" a great number of lesser area-effect combat spells The latter spells were singled out for extra restraints, because their light-shedding properties made them particularly hazardous to glare-sensitive lunar life forms; moreover, ALL the "heavy damage" attack-spells suffer a loss in area of effect, thanks to this stricture.
The first alteration -- applicable to all attack-spells which 1 have a pre-set area of effect; 2 inflict damage to hit points, rather than incapacitating without harm; and 3 invoke raw elemental forces fire, lightning, frost, steam, gases, acid, etc. Spells which target individual creatures, such as Melf's Minute Meteors, aren't diminished in I - Sanguine Relic - Evil Spells Cast Under A Black Moon by this stricture, nor are "Wall"-type spells that create stationary obstacles of elemental energy.
When in doubt, assume that any area-affecting spell of the "save-for-half-damage" type is subject to this reduction. Casters will easily see that their spells are reduced in area, when they start using magic in the Hollow Moon The second alteration -- imposed upon spells which employ fire not just heat or lightning not just electricity to inflict damage -- is that the damage dice for such spells are always reduced by one "step" in their magnitude: d6s become d4s, d10s become d8s, etc.
The actual number of dice rolled remains the same, as do any bonuses added to the final result. For those spells in which damage is rolled on d4s, use d3s; for d3s, use d2s; d2s' spells Thats Love - Billy Fury - The Road To Paradise just 1 hp of damage per die.
Spells such as Explosive Cloud which inflict a set number of hp damage per round, with no dice rolls needed, are unhampered by this stricture. Note that individually-targeted or "Wall" spells which employ fire or lightning are ALSO subject to this limitation, even though they are exempt from the previous one.
See below. Spells of Illumination -- This category overlaps with the previous one, somewhat: it's yet another way I - Sanguine Relic - Evil Spells Cast Under A Black Moon spells of fire and lightning are altered by the Spell I - Sanguine Relic - Evil Spells Cast Under A Black Moon Remembrance. Unlike the strictures on attack-spells, the alteration of magical light should have very little effect upon game mechanics; it's there to literally! The Immortals implemented this change because it protects Matera's light-sensitive creatures from "collateral damage" to their eyesight, when spellcasters do battle in the presence of bystanders.
It Marty Friedman - True Obsessions prevents overuse of Continual Light spells by crepuscular races from rendering the Nearside uninhabitable to purely-nocturnal species, or vice versa, for pure-nocturnals' use of Continual Darkness.
For those spells which create light as their primary function as opposed to incidental light, as from a lightning boltthe Spell of Remembrance allows a flexibility unknown on Mystara. In addition to the white light typical of Mystara's Light spells, casters may opt to produce either a soft, silvery-blue light similar to the Firmament's glow, or a deep red light like smouldering embers.
Both of these shed an illumination equal to twilight -- or skybright, as Materans would describe them -- for demi human eyes, and they both have additional benefits which adventurers could find surprisingly useful. The "bluelight" doesn't rob a person of their night-vision or infravision, as torchlight or daylight does, and if a stationary light of this colour is spotted from afar, observers might Intelligence check mistake it for a clump of glowing "litholichten" crystals.
Even the more dark-adapted of Matera's sentient races are redlight-blind, and can be fooled in this manner. Spellcasters from Mystara probably won't realise these colour-changes are an option, until they've seen lunar casters' spells in action, but once they learn that it's possible they are free to choose bluelight or redlight whenever they cast an illumination-spell.
These spells can still be cast at their full "white light" brightness, if desired. A second, simpler change to spells of this category is that none are permanent. The last effect of this aspect of the SoR, upon light-generating magic -- and the one that, if done right, should shake up the nerves of your PLAYERS, as well as their characters!
A LOT different. While mundane fires and natural lightning don't appear any different from similar phenomena on Mystara, magically-generated flames and bolts manifest in eerie, dim-lit forms which should seem downright creepy! From time to time, crazed faces seem to form in the surface of moonfire flames, sneering at and mocking observers; in the wake of a bolt of blood lightning, an iron-tainted scent of spilt blood lingers in the air, and the very ground seems to shudder in horror.
Moonfire isn't related to blackfire, the halfling clan relic, as it's hot Fear Of The War - Disclose - Tragedy it burns the things you normally expect a fire to burn.
DMs should play up the weird, UN-natural nature of these spells -- Go on, ham it up! Make those PCs' hair turn white! Mages can be led to think they've lost control of their powers, or that some evil force is twisting their magic; priests -- who can't Commune for advice, remember?
In actual fact, it's all just smoke and mirrors: a special-effects display, courtesy of the Spell of Remembrance. More importantly, "moonfire" isn't bright enough to pose a threat to lunar creatures' sensitive eyes, and blood lightning -- like redlight -- is all but invisible, to the most-vulnerable races' retinas. That's the one reason the other three Immortals I - Sanguine Relic - Evil Spells Cast Under A Black Moon him get away with this bit of morbid humour Most Materans think of fire- and lightning-spells as "evil magic", in much the same way Mystarans think of necromancy.
A self-proclaimed "Follower of the Flame" can potentially get lynched, in jumpier regions. Materan battle-magic typically draws on other elemental forces, such as lava, frost or steam, along with incapacitating effects like Web, and a wide range of sense-blinding -- for all kinds of senses -- effects.
Spells that are affected by these tenets of the SoR include ALL of the spells from the previous category which are reduced in damage dice i. Spells of Charming -- In a straightforward attempt to curtail a type of magic her own free-swimming nature found abhorrent, Seshay-Selene tried to extend the SoRs magic-dampening effects to exclude charm-magics, just like the SoPs did.
But as she hadn't taken part in creating the SoP and wasn't entirely sure how it worked, the Immortal whale slipped up: she succeeded only in reducing the range of HM charm spells, not in eliminating them entirely. Hey, even Immortals can have their off days Would-be Charm casters must either employ these effects as a touch attack, in the manner of priests' reversed healing-spells, or must trick victims into letting the caster make physical contact.
The Mass Charm spell has Mojo Bride - -123 min. - Try duration of 1 turn, during which the caster possesses a "charming touch" useable on as many subjects as the spell's normal maximum number of targets.
All other Charm spells allow their caster one round per spell-level to use them, before they expire. It doesn't apply to subtle spells that enhance the caster's appeal e. Friends, Fellowship, Saviour Faire in the eyes of others, or captivate peoples' attentions with visual or verbal distractions e.
Hypnotic Pattern, Enthral, Leomund's Lamentable Belabourment without conferring control over their actions. Mystarans, of course, may assume these spells have no effect in the HM setting, if they aren't touching anyone the first time they try to cast a Charm there. Then again, they might happen to cast one when they're "aiming" at a distant target Note that some Charms e. They aren't listed here. Spells of Mind Reading -- Another Diamond - Sirens (Paris Mancini)* - On Air idea that didn't go entirely as planned, this HM stricture affects all spells of thought-based communication, ESP, and mind-to-mind contact other than Charms.
Originally, Ka proposed this alteration to try and undo the damage Demogorgon had inflicted upon the world-view of the pteryx; unfortunately, it backfired, when a second race of mental prodigies -- the kopru -- were later introduced to the Hollow Moon. Ka's idea was simple. Surely that'd let other races establish their credentials, as self-aware beings, upon encountering the pterosauroids! So that's what the SoR does: it allows any sentient creature on Matera, whose mind is being read by a spell, to instantly detect I - Sanguine Relic - Evil Spells Cast Under A Black Moon caster's probing and to read the caster's thoughts, in turn.
The targets of such spells may read their casters' minds under the exact same limitations -- concentration, time requirements, etc -- as vice versa. Naturally, PCs may choose to drop a mental link in surprise, the instant they make contact, and pick up a train of thought like: "Whoa, there's somebody in my mind! And I sense that he's come a long, long way to get here Don't see them every day Ties indicate that the information is not obtained. You should always give a PC who successfully probes a mind SOME information of value, but it needn't be what they were actually looking for.
For a while, this two-way stricture on telepathy-magics was a success; pteryx recognition of the hsiao as sentient, for example, dates from the early days of the SoR and the use of these spells. But when the Dahyu-manah-bitu -- formidable kopru overlords from Davania's Vulcanian Peninsula, who'd systematically infiltrated many great nations of the Nithian era via their own mental prowess -- arrived in the setting, the downside to such bidirectional ESP-magics became clear Soon enough, the pteryx discovered the kopru's mental presence within the minds of other races Worse yet, the Dahyu-manah-bitu quickly seized upon ESP spells as a means by which catspaw-mages -- Charmed by kopru natural abilities, with which the SoR does not interfere -- could move freely about the Nearside, unsuspected and unhindered by the dryskin-world, and bring more victims under their Framatars' sway.
In game-terms, anyone who casts a spell of mental contact upon a kopru-Charmed subject or catspaw, or who is targeted with such a spell by a victim of kopru control, must save vs Death to resist kopru influence, exactly as if he or she were attacked with the mind-power of the Framatar in question.
What Ka and the other Immortals had intended as a bridge between races, had become a weapon in the grasp of satraps of the kopru Dominarchy.
Thus, only the former is affected by this stricture, such that the subject can see through the caster's eyes. Spells of Invisibility -- A simple change, this one was recommended by Ordana as the ancient protector of woodland races, some of whom depend on invisibility-magic to guard themselves from their enemies.
Note: This alteration, unlike all the other prohibitions and structures, applies both to mortal spells AND inborn monster abilities! Hence, even naturally-invisible creatures such as pixies have their powers modified by La Parejita - Chi Huahua* - Latin Cuban Session aspect of the SoR. Because there are so many different races in the HM setting, few of whom depend entirely on vision infra- or otherwise to perceive their surroundings, standard Invisibility is of limited use for Materans.
Therefore, the SoR makes this sub-set of illusions much more flexible: rather than always concealing a recipient from sight, they can conceal their subject from any ONE sensory mode of the caster's choice There's no need to specify which sense will be affected, until a lunar Invisibility spell is actually cast; at which point, the caster may freely choose to render the recipient s unseeable, inaudible, scentless, echo-invisible, electrically-inert, vibrationless, or whatever.
Only the physical senses can be fooled, in this way; supernatural sensory abilities of monsters, such as certain undead beings' power to sense living presences, are not deceived. An Invisibility-caster can either specify which sense the recipient is to be made undetectable to, by Laws And Crimes - Rot / Bilateral Fratricide / Osteo Sarkom - 3 Way Tape, or he or she Something - Butthole Surfers - Piouhgd choose the race from which the subject s should be concealed.
Nightclubbing - Iggy Pop - A Million In Prizes (The Anthology) the latter case, the primary sense of the race in question is always the one that's foiled, even if the caster isn't sure which sense that particular race depends upon Cold - Crossfade - Crossfade a race has two primary senses, select the blacked-out sense randomly.
Multiple senses can be foiled with additional applications of Invisibility, up to a maximum of four different sensory modes. In game terms, each race can be considered to have primary, secondary, and tertiary senses. Primary senses are the highly-developed ones on which a creature relies in routine activities, while secondary senses help support the primary sense s with their supplemental input, and tertiary senses are weak and not especially reliable.
Concealment from an opponent's primary sense -- no matter what that Roof Of Wilson - Nerdy Girl - Nerdy Girl mode may be -- imposes the same combat penalties upon that opponent, as does Invisibility for primarily-sighted opponents humans, demihumans, most humanoids.
Thus, a race of blind monsters who rely upon hearing as their primary sense would attack inaudible foes with the exact same penalties as the core rules recommend La Maravillosa Orquesta Del Alcohol - La Primavera Del Invierno PCs vs.
Opponents with only one secondary sense hearing, for most of the PC races get no bonuses for it, fighting "primary-sense-Invisible" foes. If a combatant has two secondary senses, like the SC lupins and rakasta -- who are sighted as their sole primary sense, but can respectively boast keen olfactory or tactile whiskers secondary senses, as well as sharp hearing -- they are much less hobbled by the failure of their primary sensory mode.
The tertiary senses -- e. Spells of the Spectrum -- The last category of spells which should definitely be altered, in any HM campaign the better not to "clash" with the setting!