Crescent Moon



In the distant past these lost magics comprised part of the elven discipline of the Crescent Moon (Eldarin: Cunevanda “the path/way of the crescent moon/bow”).

Crescent Moon magics may be used in conjunction with the skill that survives as archery knowledge of the Erelheine under the name Kyujutsu.  When used in this way, the additional free actions that skill grants at Ranks 5 & 10 may also be used with the Summon Bow talent.

Note: Crescent Moon spells are cast in the same fashion as for other spells; a magical Pass action to Prepare and a Fire action to Cast.  They differ with respect to the standard confinement restrictions in that the Adept need not have a free hand to cast, but instead may only cast them when holding a prepared bow and, unless specified otherwise, a loaded arrow. The usual sequence for these spells is:

  1. Load (Pass action)
  2. Prepare (Magical Pass action)
  3. Cast (Magical Fire action)
  4. Aim [optional] (Pass action)
  5. Fire (Fire action)

Because of this, it will not generally be possible to both enchant an arrow with one of these spells and use Snapshooting (where loading is part of the Fire action). Only a single Crescent Moon spell may be present on an arrow. (e.g. it is not possible to enchant an arrow with Mage Arrow and then cast Deathwind on it).


Summon Bow (CM Talent-1)
Range: 5 feet +5/Rank
Duration: Immediate
Experience Multiple: 50
Base Chance: 40% +3/Rank
Target: Bow
Effects:  The Adept may use a Pass action to summon to their hand a bow that is within range, and either within sight or as familiar to the Adept as is needed for a spell of Location. The bow must be able to traverse the intervening space. (e.g. it is not possible to summon a bow through a solid wall, but through the bars of a cage is acceptable). The bow is Prepared upon arrival. Alternatively, the Adept may use this talent to un-prepare and put away a Prepared bow. The bow may only be either stowed amongst the Adept’s possessions (e.g. slung on back), or returned to the spot from which it had been summoned with the immediately previous use of this talent. (e.g. the Adept may “borrow” a bow by summoning it with one use of this talent, use it for a while, and then return it with the next use of the talent). The talent will always succeed, regardless of the cast Check, but if the Cast Check is failed there is a 1 FT cost.

Mage Arrow (CM Spell-1)
Range: Touch
Duration: 10 seconds + 10/Rank
Experience Multiple: 200
Base Chance: 30%
Resist: None
Storage: None
Target: 1) Arrow, 2) Special
Effects: The Adept enchants an arrow to increase its Strike Chance by 2% (+ 2 / Rank) and its Damage by 1 (+ 1 / 2 full Ranks). Optionally the Adept may use the spell to create an arrow (and cast without an arrow already loaded, making Snapshooting possible).  A created arrow appears glowing blue and has the characteristics of a standard arrow but only gains 1% (+ 1 / Rank) to its Strike Chance and 1 (+ 1 / 4 full Ranks) to its Damage from this spell.  Mage Arrow costs 1 FT to cast. (In areas of unusual mana its FT cost is calculated as for a GK spell).

Heart Seeker (CM Spell-2)
Range: Touch
Duration: 10 seconds + 10/Rank
Experience Multiple: 300
Base Chance: 25%
Resist: None
Storage: None
Target: Arrow
Effects: The Adept enchants an arrow to magically seek out and strike an object or entity. The target must either be in sight when the spell is begun, or have been seen by the Adept in the past 30 seconds (+10 / Rank) or be as familiar to the Adept as is needed for a spell of Location.  Once the arrow is fired it will fly towards its intended target, whipping around corners and obstacles as needed, up to the full range of the weapon. The Adept’s Strike Chance will be reduced by the distance traveled, but will not be reduced by the arrow turning corners or avoiding obstacles. The spell will not however lower the target’s personal defence (e.g. it can avoid the wall they are sheltering behind but cannot negate their shield). There must be a path capable of being traveled by an arrow to the target; if there is not, the arrow will impact the impenetrable obstacle as close to the target as possible. A Heart Seeker arrow will miss its intended target if the Strike Chance fails, but it will not strike an unintended target. Because of this it may be shot into Melee or even Close combat with no chance of accidentally striking the wrong target..

Deathwind (CM Spell-3)
Range: Touch
Duration: 10 seconds + 10/Rank
Experience Multiple: 350
Base Chance: 20%
Resist: None
Storage: None
Target: Arrow
Effects: The Adept enchants an arrow to magically divide as it is fired and to strike at multiple targets.  The arrow divides into 2 (+1 per 2 full Ranks) identical arrows. One target must be designated the primary target. They receive the original arrow and the magical replicas may strike at targets the Adept desires within 10 feet (+5 per 2 full Ranks) of the primary.  No more than 1 (+1 per 10 full Ranks) arrows may be directed at the same target.





Copyright 2005, Martin Dickson.