Lost Spells of the Sun Cycle: Denier Spells

Continuing with sharing some of the spells I have created for the Sun Cycle setting, I delve into some of the Denier Spells.

As a reminder, some ideas on how to incorporate Lost spells can be found with the Hermit spells I revealed last time.

Class: Denier

Deniers are a type of unSunned spell casters. Their primary spell casting attribute is Wisdom, and they draw power from four realms of of power (broad categories their spells fit into). Deniers can access celestial (dealing with the Moon and stars), foundational (dealing with the elements and forces of the world), spiritual (dealing with spirits), and totemnic (dealing with animal totems). Their class abilities deal with surviving on their own, and standing in opposition to Sun worshipers which they “Deny” hence “Deniers”. Deniers could cast spells up to 9th level originally.

Denier Spells

1st level
Moon’s Touch: Heals with the light of the moon.
Rising Tides of Salt: Raises salt content in arc of targets, causing dehydration damage,
Rushing Wind: Pushes one creature back and deals 1d8 damage.

3rd level
Cooling Wind: A gentle breeze cools one creature.

Cooling Wind
School:
Transmutation (Foundational realm) Level: Denier 3 (Wind)
Components: S
Casting Time: 1 standard action
Range: 10 ft.
Effect: One Creature
Duration: One hour
Saving Throw: None
Spell Resistance: No

The Denier blows a gentle wind at the target while cupping his hands over his mouth.  The target treats the heat category as one less for all purposes.
Special: By investing a first level spell the spell duration is doubled.  By investing a second level spell the range is doubled.  By investing a third level spell the spell lowers the heat category by two categories.

Moon’s Touch
School: Conjuration (healing; Celestial realm) Level: Denier 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: One Creature
Duration: Instantaneous
Saving Throw: Will Half (Harmless)
Spell Resistance: No (Harmless)

Upon casting this spell the Denier imbues the touched creature with the healing power of the moon.  The amount of healing depends on the time and illumination conditions:

New Moon/ day outside: 1d6
Crescent Moon/clouded: 1d8
Half moon/inside, well lit: 1d10
Full moon/inside, no illumination: 2d6

Add the Denier’s class level to the amount healed regardless of illumination.

Rising Tides of Salt
School: Evocation (Foundational Realm) Level: Denier 1
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: 10 ft arc.
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

The Denier waves his hand in an arc in front of him and all creatures in a 10 ft. arc instantly feel the salt in their bodies multiplying, draining the precious life giving water from their systems.  Affected creatures take 1d8 damage, save for half.  In addition triple any damage taken directly reduces the creature’s current Water Reserve.

Rushing Wind
School:
Evocation (Foundational realm) Level: Denier 1
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Effect: One Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates, Reflex Partial
Spell Resistance: Yes

The Denier summons a quick, strong burst of wind aimed at a single creature.  Any creature failing its fortitude save is pushed back 15 ft. in one direction.  It may attempt a tumble check to avoid attacks of opportunity, but otherwise provokes attacks as per normal movement.  In addition it must make a reflex save or take 1d8 damage.  If this movement would push the target off the edge of a cliff or similar obstacle it stops just short thereof.

This post contains Pathfinder compatible material.

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