Third Edition Makiri Sorcery

General Information

Makiri Sorcery is a special kind of magic that draws upon the power of the moon of Makiri. In order to use this magic, your character must be a Sorcerer or Bard and take the Makiri Bond feat. This feat's only pre-requisite is that the character be a 1st level Sorcerer or Bard.

All spells have both a verbal and somatic component unless otherwise noted.

A character can draw power from only one moon. Once a character bonds to a particular moon, he cannot ever bond to another.

Spells are organized based on spell level for sorcerers. Bards gain a few of these spells at altered levels; double check the spell descriptions if your character is a Bard.

0th Level

Strength

Level: Brd0, Sor0
Casting Time: 1 standard action
Range: Touch
Duration: 1 minute/caster level
Saving Throw: Will harmless
Spell Resistance: Yes

Strength gives the target a +2 enhancement bonus to Strength.

Zap

Level: Brd0, Sor0
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Saving Throw: None
Spell Resistance: Yes

Zap delivers a small bolt of mental energy to the target, dealing 1d3 points of damage. A ranged touch attack is required to hit.

1st Level

Claws

Level: Brd1, Sor1
Casting Time: 1 standard action
Range: Touch
Duration: 1 minute/level
Saving Throw: Will harmless
Spell Resistance: No

This spell will turn the target's fingers into claws, allowing him to make two claw attacks each round. The claws deal 1d4 points of damage and add half of the user's Strength modifier to damage rolls, if any. While the claws are out, the target can use melee weapons with a -2 penalty, but the claws make it impossible to use ranged weapons of any kind. Tasks that require fine manipulation may recieve penalties at the DM's discretion.

The target can also attack with one or both claws as a secondary weapon. In this case, the target takes a -5 penalty on attack rolls made with the claws.

Mind Shock (Lesser)

Level: Brd1, Sor1
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Saving Throw: Fortitude partial
Spell Resistance: Yes

Mind Shock (lesser) delivers a numbing jolt to the brain of any living creature, dealing 1d8 points of damage. A creature who fails its save is stunned for one round and loses the 0th or 1st level prepared spell/spell slot of it's choice. If the target has no low level spells remaining, it loses the lowest level spell slot it has remaining.

2nd Level

Harden Skin

Level: Brd2, Sor2
Casting Time: 1 standard action
Range: Touch
Duration: 1 minute/level
Saving Throw: Will harmless
Spell Resistance: Yes

Harden skin gives the target a +2 natural armor bonus. This bonus increases to +3 at caster level 8 and +4 at caster level 13. Because this is a natural armor bonus and not a natural armor enchancement bonus, it will stack with spells such as Barkskin and Amulets of Natural Armor.

Spellthief (Lesser)

Level: Brd2, Sor2
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Saving Throw: Fortitude partial
Spell Resistance: No

Spellthief (lesser) will steal one spell or spell slot of no higher than 2nd level from the mind of the target (if the target makes his save, then the caster is limited to stealing 0th level spells only). The caster can then choose to discard the spell energy or use it himself. If he decides the latter, the stolen spell will only remain in his mind for one round per caster level before dissipating harmlessly. Casting a stolen spell takes as much time as it would normally take, so the caster must wait until the next round before using the pilfered magic unless it can somehow be cast as a free or swift action.

If the target prepares his spells like a Cleric or Wizard, the spell stolen is specific. If the caster chooses to steal a Scorching Ray spell, he can't alter the spell or even apply a metamagic feat to it. If, instead, the target casts his spells spontaneously, then the caster effectively gets a free spell slot for any spell that he knows. Either way, the caster can only hold the stolen spell or spell slot for one round per caster level. If the target has no spells of the appropriate level remaining, the spell simply fails.

3rd Level

Fortify Body

Level: Brd3, Sor3
Casting Time: 1 full round action
Range: Personal
Duration: 24 hours or until used
Saving Throw: Will harmless
Spell Resistance: Yes

Fortify body gives you a temporary energy boost, giving you 1d6+1 temporary hit points per caster level (maximum 10d6+10). Fortify Body does not stack with spells or alchemy that also grant temporary hit points.

Mind Shock (Moderate)

Level: Brd3, Sor3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Saving Throw: Fortitude partial
Spell Resistance: Yes

Mind Shock (moderate) delivers a numbing jolt to the brain of any living creature, dealing 3d8 points of damage +1 per caster level. A creature who fails its save is stunned for 1d4 rounds +1 round per caster level (maximum 1d4+10) and loses two levels of prepared spells or spell slots, divided between any number of spells of the target's choice (0th level spells count as 1/2 of a level). If the target has no low level spells remaining, it instead loses the lowest level spell or spell slot it has remaining. Each round, the target gets a new Fortitude save to shake off the stun; if successful, the target can act normally that round.

4th Level

Purge Taint

Level: Brd4, Sor4
Casting Time: 1 standard action
Range: Touch
Saving Throw: Will harmless
Spell Resistance: Yes

Purge Taint will remove diseases and poisons and will restore 1d4 points of temporary ability score damage to all ability scores (though it will not remove magical penalties to ability scores, such as Ray of Enfeeblement). Purge Taint cannot restore ability score drain.

Spellthief (Moderate)

Level: Brd4, Sor4
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Saving Throw: Fortitude partial
Spell Resistance: No

As Spellthief (lesser), except that the caster can choose to steal spells of 4th level or lower. If the target makes its save, the caster is limited to stealing spells of 2nd level or lower only.

5th Level

Mind Shock (Greater)

Level: Brd5, Sor5
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Saving Throw: Fortitude partial
Spell Resistance: Yes

Mind Shock (greater) delivers a numbing jolt to the brain of any living creature, dealing 6d8 points of damage +1 per caster level. A creature who fails it's save is stunned for 1d10 rounds +1 round per caster level (maximum 1d10+15) and loses five levels of prepared spells or spell slots, divided between any number of spells of the target's choice (0th level spells count as 1/2 of a level). If the target has no spells of 5th level or below remaining, it instead loses the lowest level spell it has prepared. Each round, the target gets a new Fortitude save to shake off the stun; if successful, the target can act normally that round.

Power of Makiri

Level: Brd5, Sor5
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/caster level

This spell grants the caster a +6 enhancement bonus to Strength and Constitution, a +4 natural armor bonus (NOT natural armor enhancement bonus), and 5 temporary hit points per caster level. Casting this spell is particularly taxing on the caster's body however, and when the spell expires the caster suffers 5d6 points of damage that cannot be healed until the next time his spell slots are restored.

6th Level

Spellthief (Greater)

Level: Brd6, Sor6
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Saving Throw: Fortitude partial
Spell Resistance: No

As Spellthief (lesser), except that the caster can choose to steal spells of 6th level or lower. If the target makes its save, the caster is limited to stealing spells of 3rd level or lower only.

7th Level

Mind Shock (Devastating)

Level: Sor7
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Saving Throw: Fortitude partial
Spell Resistance: Yes

Mind Shock (devastating) delivers a numbing jolt to the brain of any living creature, dealing 10d8 points of damage +1 per caster level. A creature who fails it's save is stunned for 1d10 rounds +1 round per caster level (maximum 1d10+20) and loses nine levels of prepared spells or spell slots, divided between any number of spells of the target's choice (0th level spells count as 1/2 of a level). Each round, the target gets a new Fortitude save to shake off the stun; if successful, the target can act normally that round.

8th Level

Power of the World Dragon

Level: Sor8
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/caster level

This spell grants a +10 enhancement bonus to Strength and Constitution, a +8 natural armor bonus (NOT natural armor enhancement bonus), and 10 temporary hit points per caster level. Casting this spell is particularly taxing on the caster's body however, and when the spell expires the caster suffers 8d6 points of damage that cannot be healed until the next time his spell slots are restored.

Spellthief (Masterful)

Level: Sor8
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Saving Throw: Fortitude partial
Spell Resistance: No

As Spellthief (lesser), except that the caster can choose to steal spells of 8th level or lower. If the target makes its save, the caster is limited to stealing spells of 4th level or lower only.

9th Level

Melt

Level: Sor9
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Saving Throw: Fortitude partial
Spell Resistance: Yes

Melt will deal 20d8 damage to one creature, stunning it for one round per caster level and causing it to lose ten levels of prepared spells or spell slots divided between any number of spells of the target's choice (0th level spells count as 1/2 of a level). If the target fails it's Fortitude save, it simply dies (though it still loses spells).

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