THE SISTER OF
THE MOON
Sisters of the moon are witches who draw upon the moon, shadows, and the night
for supernatural power and arcane inspiration. Secretive and elusive, often
cold and curious, the sisters of the moon prefer secluded forests and misty
mountaintops to the lights and noise of civilization. They are usually seen
only at night – if seen at all. While their reverence for the moon – She Above,
the Pale Lady, the Night’s Eye – borders on religious worship, their powers are
purely arcane in nature, often the result of some ancestor’s unusual union with
a lycanthrope or similar creature of the night.

REQUIREMENTS
To qualify to become a sister of the moon (SoM), or brother of the moon, a
character must fulfill all the following criteria.
Alignment: Any Neutral
Skills: Hide 3, Move Silently 4, Survival [Intuit Direction/Wilderness
Lore] 1
Feats: Blind-Fight, Weapon Proficiency (scythe or sickle)
Spellcasting: The character must be able to cast 3rd-level spells and
must be able to cast arcane spells without preparation. In addition, she must
be able to cast three spells that appear on the Moon Magic spell list (see below),
two of which must be darkness, faerie fire, moonbeam, no light, or sleep.
Special: If you are using the custom feats detailed below, you may
substitute Moon Focus and/or Greater Moon Focus for one or both of the listed
Feat requirements. If you are utilizing the witch core class, you can meet the Spellcasting requirement
by being able to cast 3rd-level witchcraft spells, Dabbling in Moon Magic, and
either knowing at least two of those Dabble spells, one of which must be no
light.
GAME RULE INFORMATION
Sisters of the moon have the following game statistics.
Base Attack Bonus: Low (as a loremaster)
Hit Die: d4
Saves: High Will
Class Skills: The sister of the moon’s class skills are Concentration
(Con), Hide (Dex), Innuendo (Wis), Listen (Wis), Move Silently (Dex), Scry
(Int), Spot (Wis), Spellcraft (Int), and Survival [Intuit Direction/Wilderness
Lore] (Wis). Skill Points: 2 + Intelligence modifier per level
CLASS FEATURES
All of the following are class features of the sister of the moon.
Weapons and Armor Proficiency: The sister of the moon gains proficiency
with one of the following weapons: scythe, sickle, or throwing stars
(shuriken). She gains no additional weapon or armor proficiencies.
1 Darken, Nightvision, Pale Dominion
2 Moon Magic [Spellcasting +1], Stardust
3 Creature of the Night, [Spellcasting +1]
4 Crescent’s Edge, [Spellcasting +1]
5 Nocturne, [Spellcasting +1]
6 Cone of Moonlight
7 Moonvision, [Spellcasting +1]
8 Greater Creature of the Night, [Spellcasting +1]
9 Moonchild, [Spellcasting +1]
10 Nightfall, Otherworldly, [Spellcasting +1]
Darken: She can bring the dark of night to the light of day. A number of
times per day equal to her sister of the moon level, she can create darkness
as a standard action, except that creatures with darkvision can see through
this darkness normally. This is a spell-like ability.
The sister of the moon can enhance her Darken ability with the Extra Sister of
the Moon Ability and Improved Darken feats.
Nightvision: The sister of the moon has the vision of a wolf. She gains
low-light vision as an extraordinary ability. If she already possesses
low-light vision, she can now see three times as far (as opposed to twice as
far) as a normal human.
Pale Dominion: The sister of the moon can command certain creatures as
if she were the moon Herself. A number of times per day equal to her Charisma
bonus, she can rebuke and command lycanthropes and wolves (dire and otherwise)
as an evil cleric of equal level rebukes and commands undead. This is a
supernatural ability.
The sister of the moon can enhance her Pale Dominion ability with the Extra
Sister of the Moon Ability and Greater Pale Dominion feats.
Stardust (2nd level): As a standard action, the sister of the moon can
rain stars upon her enemies, a gentle precipitation of silvery, twinkling
motes. Stardust is identical to glitterdust except that those who fail
their Will save (DC 10 + sister of the moon level + her Charisma bonus) fall to
sleep for 1 round per sister of the moon level. She can use this spell-like
ability twice per day.
The sister of the moon can enhance her Stardust ability with the Extra Sister
of the Moon Ability feat.
Moon Magic (2nd/3rd/4th/5th/7th/8th/9th/10th level): At the indicated
levels, the sister of the moon gains new Spells Known and Spells Per Day as if
she had also gained a level in whatever arcane class met the casting without
preparation requirement of this prestige class, such as bard, sorcerer, or witch. (If she had more than one qualifying class, she must
choose the one to benefit, a decision that cannot be later changed.) However,
all spells learned as part of this progression must be selected from the Moon
Magic spell list below, up to the spell level normally allowed by the
designated class:
Spell Notes: When casting any spell with a Divine Focus
or requiring a musical instrument, the sister of the moon can substitute a
spring of belladonna; such spells have a minimum casting time of 1 full round.
Spells simply renamed, such as moon’s majesty and lunacy, operate
identically to the root spell noted (eagle’s splendor and lunacy,
in these cases). Wish upon a star is identical to limited wish
and pale beauty is identical to steal life except that these
spells can only be cast at night under the moon. A sister of the moon can never
use a shadow conjuration, shadow evocation, or related spell to
reproduce a spell with fire, light, or radiance effects, such as fireball
or light, unless the spell also appears on the Moon Magic spell list.
The sister of the moon does not cast the darkbolt or were-doom
spells with the Evil descriptor unless she herself is Evil. And finally, when
learned as Moon Magic, spells listed with parentheticals, such as the summon
spells, can only have the indicated effect or summon the indicated creature.
The sister of the moon can enhance her Moon Magic with the Dreamweaving, Moon
Focus, Phantasmic, and Shadowcasting feats. A list of each spell’s source is at
the end of this post.
Creature of the Night (3rd level): The sister of the moon gains the
ability to assume the form of creatures of the night. Once per day, she can
Wild Shape into one of the following forms: bat, cat, owl, or wolf. She can
resume her natural form as a move-equivalent action. This is a spell-like
ability.
The sister of the moon can enhance her Creature of the Night ability with the
Epic Creature of the Night and Extra Sister of the Moon Ability feats.
Crescent’s Edge (4th level): In her hands, scythes, sickles, and moonblades
strike as +1 magical weapons for the purposes of overcoming damage reduction,
or as +2 weapons when under the moon’s light. This supernatural quality does
not stack with any existing bonuses the weapons may already have.
Nocturne (5th level): The sister of the moon is empowered by She Above.
When under direct moonlight, she adds her Charisma bonus to Hide, Move
Silently, Spot, and Survival [Intuit Direction/Wilderness Lore] checks. In
addition, she is now immune to lycanthropy, and any lycanthropy she has already
contracted is instantly removed. This does not preclude her from benefiting
from spells that temporarily mimic the effects of lycanthropy, such as bite
of the werewolf or shape change.
But there is a cost. When exposed to bright light (such as sunlight or a daylight
spell), she is blinded for 1 round and suffers -1 to attack rolls, saving
throws, and ability and skill checks for 2d4 rounds thereafter. She also
suffers a -2 penalty to saves against body of the sun, daylight, searing
light, sunbeam, sunburst, and similar sun- or daylight-based
spells; this penalty does not stack with the penalty for exposure to light.
Cone of Moonlight (6th level): Once per day, the sister of the moon can
project a cone of moonlight with the same dimensions as a cone of cold.
This spell-like ability has several effects on those targeted: All creatures
suffer 3d6 points of cold damage +1 point per sister of the moon level, making
a Reflex save (DC 10 + sister of the moon level + her Charisma bonus) for half
damage; lycanthropes are affected as if by the moonlight spell, forced
to make a Will save or assume their animal forms; and all creatures must make a
Will save or suffer from lunacy, acting confused for 1 round per sister
of the moon level.
The sister of the moon can enhance her Cone of Moonlight ability with the Extra
Sister of the Moon Ability feat.
Moonvision (7th level): The sister of the moon’s eyes take on a pale,
faintly glowing tint when in dim and darker light. She gains darkvision up to
60 feet and, when under direct moonlight (either her or that viewed), can see
with true seeing as a supernatural ability for 1 minute per level per
day, which can be broken into a number of separate instances equal to 1 + her
Wisdom modifier (if positive). Moonvision does not stack with existing
darkvision.
Greater Creature of the Night (8th level): The sister of the moon’s
Creature of the Night ability can now be used three times per day to change
form. In addition to the available forms listed for Creature of the Night, she
can now assume one of the following forms once per day: a cloud of moths (as
the swarm form spell but with no damage capability and no duration),
dire bat, dire wolf, or giant owl.
Moonchild (9th level): The sister of the moon is further empowered by
her connection to the Night’s Eye. When under direct moonlight, she adds her
Charisma bonus to all saving throws (in addition to the skill checks detailed
in Nocturne), regenerates 2 hit points per hour of exposure, and casts all Moon
Magic spells as if she were 1 level higher.
However, when exposed to bright light (such as sunlight or the daylight
spell), she is blinded for 1 round and suffers -1 to attack rolls, saving
throws, and ability and skill checks, as if she were a drow or similar
creature. Her penalty to saves against sun- or daylight-based spells is
increased to -4 and now includes all prismatic spells and all spells
with the Light descriptor (except moonbeam).
Nightfall (10th level): The sister of the moon can literally turn day
into night. Effecting Nightfall requires that she chant or dance for 10 minutes
under an open sky. At the end of this time, the sun dims and becomes the moon
(from crescent to full, as she wishes), casting the surrounding sky into a
starry night. For all intents and purposes, this effect creates true night for
1 hour, affecting all within a 10-mile radius.
During Nightfall, all of the sister of the moon’s class features that require
the night or the moon, such as Moonchild, Moonvision, or casting wish upon a
star, function normally, and all creatures affected by the night or the
moon, from drow to vampires and werebears, are appropriately afflicted or
liberated for the duration of the effect. Only a limited wish, miracle,
or wish can prematurely end Nightfall. The sister of the moon can use
this spell-like ability once per week.
Otherworldly (10th level): The sister of the moon undergoes a
transformation as she takes on the essence of the night. The nature of this
metamorphosis varies from sister to sister, such as glowing white eyes and
hair, a shadow flecked with stars, or pale, cold skin. The sister of the moon
is now considered an outsider, granting her immunity to person spells
and increasing her darkvision to 120 feet.
Epic Sister of the Moon: The epic-level sister of the moon continues her
Hit Die, skill point, and Darken progressions. In addition, she receives bonus
epic feats at 13th level and every three levels thereafter (13th, 16th, 19th,
22nd, etc), chosen from the following: Automatic Quicken Spell, Automatic
Silent Spell, Automatic Still Spell, Enhance Spell, Epic Counterspell, Epic
Creature of the Night, Epic Moon Focus, Epic Spell Focus, Epic Spell
Penetration, Epic Spellcasting, Epic Touch Focus, Extended Lifespan, Extra
Sister of the Moon Ability, Ignore Material Components, Improved Combat
Casting, Improved Darkvision, Improved Heighten Spell, Improved Low-Light
Vision, Improved Metamagic, Improved Spell Capacity, Infusion of Balance,
Intensify Spell, Multispell, Perfect Health, Permanent Emanation, Spell
Knowledge, Spell Stowaway, Spell Opportunity, and Tenacious Magic.
Ex-Sisters of the Moon: The sister of the moon who turns away
from her Neutral alignment can no longer progress as a sister of the moon and
loses access to all class features and the Moon Magic spell list (although
spells already learned are unaffected); this does not apply if her alignment
change is due to contracting lycanthropy. If she had already attained 10th
level, she loses Otherworldly and reverts to her former type. She can resume
her sister of the moon abilities only after resuming a Neutral alignment and
then waiting 13 nights.
NEW FEATS:
ARCANE INSIGHT [General]
Your natural aptitude for and knowledge of arcana grant you insight into the
basic laws of magic.
Prerequisite: Any Metamagic feat, Able to cast arcane spells without
preparation.
Benefit: Select up to two of the following sorcerer spells as bonus
Spells Known: absorption, analyze dweomer, arcane sight, break enchantment,
detect magic, dispel magic, freedom, globe of invulnerability, greater
dispelling, greater spell resistance, identify, lesser spell immunity, minor
globe of invulnerability, minor reflection, Mordenkainen’s disjunction,
nondetection, permanency, protection from spells, remove curse, see invisibility,
spell turning, true seeing, or unbinding. The combined spell levels
of the spell or spells chosen cannot the maximum spell level that you can cast
at the time the feat is taken minus 2.
Special: You may take this feat multiple times, choosing up to two
additional spells each time. Each additional time the feat is chosen, the
number of Metamagic feats you must know for the prerequisite increases by one
(two Metamagic feats the second time it’s taken, three feats the third time,
etc.).
ARMORED CASTING [General]
You can more easily cast arcane spells while wearing armor.
Benefit: You may ignore 5% of the Spell Failure normally associated with
casting arcane spells while wearing armor (to a minimum 5% for any armor).
Special: This feat can be taken multiple times, increasing the amount of
Spell Failure you can ignore by 5% each time.
BACKSTAB [General]
You can strike opponents when their guard is down for additional damage.
Prerequisite: Intelligence 13, Dexterity 13, BAB +3.
Benefit: If you catch an opponent that is unable to defend itself, your
melee attack deals an additional +1d6 points of Sneak Attack damage. All normal
conditions and restrictions of Sneak Attack apply.
Special: You can take this feat multiple times. Each time, the Sneak
Attack damage dealt is increased by +1d6. Backstab does not stack with other
forms of Sneak Attack damage.
BEWITCHING [General]
You are a beguiling and intriguing creature.
Benefit: You receive a +3 bonus on all Innuendo checks. Diplomacy is
always considered a class skill for you.
CENTERED [General]
You have an exceptional sense of direction.
Benefit: You get a +2 bonus on all Balance and Survival [Intuit
Direction/Wilderness Lore] checks.
DREAMWEAVING [General]
Your Illusion (Phantasm) spells and sleep spells are more potent than
normal.
Prerequisites: Greater Spell Focus (Illusion) or Spell Focus (Illusion)
and Spell Focus (Enchantment), Able to cast sleep, dream, and nightmare.
Benefits: Add a +2 to the Difficulty Class of all saving throws against
your Phantasm and sleep spells and spell-like abilities, including
sleep-inducing effects of spells such as eyebite and binding.
This stacks with effects of all Spell Focus (Enchantment) and Spell Focus
(Illusion) feats. In addition, for the purposes of range, area of effect, and
duration, your caster level is considered +1 when casting these spells.
EPIC CREATURE OF THE NIGHT [Epic]
You are able to transform into more powerful creatures.
Prerequisites: Cha 25, Survival [Intuit Direction/Wilderness Lore] 30,
Extra Sister of the Moon Ability (Creature of the Night) feat, Greater Creature
of the Night class feature.
Benefits: You can use your Greater Creature of the Night ability to
change into one of the following forms once per day: any lycanthrope, night
hag, vampire, or a shadow dragon of an age corresponding to yours: If your are
in Adulthood, your shadow dragon form is Adult; Middle Aged results in Mature
Adult; Old is Old; and if Venerable, you become a Very Old shadow dragon.
EPIC MOON FOCUS [Epic]
Your Moon Magic spells are far more potent than normal.
Prerequisites: Greater Moon Focus and Moon Focus feats, Able to cast at
least one 9th-level Moon Magic spell.
Benefits: Add +6 to the DC for all saving throws against your Moon Magic
spells. This bonus only applies to those spells detailed in Moon Focus, and it
supersedes (does not stack with) the bonus from Greater Moon Focus.
Special: Subtract -2 to the DC for all saving throws against your spells
with the Light descriptor. This supersedes the penalty from Greater Moon Focus.
EPIC TOUCH FOCUS [General]
Your touch spells are now even more powerful than before.
Prerequisite: Greater Touch Focus feat.
Benefit: Add +6 to the DC for all saving throws against spells with a
range of Touch. This supercedes (does not stack with) the bonuses from Spell
Focus feats but does stack with the Touch Spell feat.
EXTRA SISTER OF THE MOON ABILITY [General]
You can use one of your sister of the moon class features more frequently than
you normally could.
Prerequisites: Class feature to be affected.
Benefits: Choose one of the following class features: Cone of Moonlight,
Creature of the Night, Darken, Pale Dominion, or Stardust. You may use this
ability one more time per day.
Special: You can take this feat multiple times, gaining an additional
use of any ability selected.
FEARLESS [General]
You are fearless in the face of doom.
Prerequisite: Intrepid feat.
Benefit: You are immune to fear spells and effects.
FLORA/FAUNA [General]
You have studied plants and animals.
Prerequisite: Knowledge (Nature) 10 ranks.
Benefit: You may identify animals and plants as if you possessed the
Nature Sense class feature. Flora/Fauna does not, however, allow you to
identify pure water.
FOCUSED CASTING [General]
Your sound mind allows you to ignore distractions when casting defensively.
Prerequisite: Combat Casting feat, Wisdom 14, Concentration ranks.
Benefit: You add your Wisdom modifier to all Concentration checks made
when casting defensively.
GLAMEROUS [General]
Your Illusion (Glamer) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Glamer) spells, such as change self, invisibility, and hallucinatory
terrain.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Glamer spells and spell-like abilities. This stacks with the effects of
all Spell Focus (Illusion) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
GREATER MOON FOCUS [General]
Your Moon Magic spells are now even more potent than before.
Prerequisites: Moon Focus feat.
Benefits: Add +4 to the DC for all saving throws against your Moon Magic
spells. This bonus only applies to those spells detailed in Moon Focus, and it
supersedes (does not stack with) the bonus from Moon Focus.
Special: Subtract -1 to the DC for all saving throws against your spells
with the Light descriptor.
GREATER PALE DOMINION [General]
Your Pale Dominion can influence a wider array of creatures.
Prerequisites: Can use the Pale Dominion class feature at least four
times per day.
Benefits: Your Pale Dominion ability now allows you to turn and command
undead that are vulnerable to sunlight, such as vampires.
Normal: Pale Dominion only affects lycanthropes and wolves.
GREATER TOUCH FOCUS [General]
Your touch spells are now even more powerful than before.
Prerequisite: Touch Focus feat.
Benefit: Add +4 to the DC for all saving throws against spells with a
range of Touch. This supercedes (does not stack with) the bonuses from Spell
Focus feats and Touch Focus but does stack with the Touch Spell feat.
IMPROVED DARKEN [General]
Your ability to Darken is more versatile.
Prerequisites: Darken class feature.
Benefits: Your darkness created by your Darken class feature can
resemble the darkness, deeper darkness, or no light
spells, as you desire, or be used to counter any of these effects as if you
were casting daylight.
Normal: Darken creates a darkness that has the visibility of a no
light spell.
INTREPID [General]
You are brave in the face of doom.
Benefit: You receive a +4 bonus to all Will saves against all fear
spells and effects.
IRRESISTIBLE [General]
Your Enchantment (Charm) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Enchantment), Able to cast three
Enchantment (Charm) spells, such as charm monster, charm person,
and mass charm.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Charm spells and spell-like abilities. This stacks with the effects of all
Spell Focus (Enchantment) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
METAMAGICIAN [General]
Your ability to manipulate your own natural arcane magic becomes almost
second-nature to you.
Prerequisite: Quicken Spell feat and at last one additional Metamagic
feat, Able to cast arcane spells without preparation.
Benefit: A number of times per day equal to the number of Metamagic
feats you know, you may cast a spell without preparation and with a Metamagic
effect without the normal 1 round penalty to casting time. For example, a
sorcerer with the Extend Spell, Quicken Spell, and Silent Spell feats who takes
the Metamagician feat can cast up to three sorcerer spells each day with one of
these three Metamagic effects without the normal penalty to casting time.
MOON FOCUS [General]
Your Moon Magic spells are more potent than normal, regardless of their
individual schools.
Prerequisites: Moon Magic class feature, Dabble (Moon Magic) class
feature, or Dabble (Moon Magic) feat.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Moon Magic spells. This bonus only applies to Moon Magic spells that you
cast directly, and only those that you learned through the Moon Magic class
feature or by Dabbling in Moon Magic. It does not apply to Moon Magic spells
cast through spell-completion items (such as scrolls and wands) or to spells on
the Moon Magic spell list that you learned by any means other than the Moon
Magic class feature or by Dabbling in Moon Magic.
OUT OF BODY [Epic]
You can enter a trance and release your astral form.
Prerequisite: Wisdom 23, Tranquility class feature or ability to cast
9th-level spells.
Benefit: After meditating for 10 minutes, you can free your astral self,
as if under the effects of astral projection cast by a sorcerer of your
character level. This spell-like ability can be used once per day.
PENUMBRAL [General]
Your can radiate arcane darkness.
Prerequisite: Able to cast darkness, deeper darkness, and no
light without preparation, or the Improved Darken feat and ability to cast darkness
and no light without preparation.
Benefit: You may radiate darkness at will. Initiating the effect
is a spell-like ability; maintaining and ending it are free actions. This feat
permanently consumes one 1st-level Spells Per Day slot.
PHANTASMIC [General]
Your Illusion (Phantasm) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Phantasm) spells, such as dream, nightmare, and weird.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Phantasm spells and spell-like abilities. This stacks with effects of all
Spell Focus (Illusion) feats. In addition, for the purposes of range, area of
effect, and duration, your caster level is considered +1 when casting these
spells.
SEDUCTIVE [General]
You are charming and inviting.
Benefit: You get a +2 bonus on all Diplomacy and Innuendo checks.
SHADOWCASTING [General]
Your Illusion (Shadow) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Shadow) spells, such as project image, shadow conjuration,
and simulacrum.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Shadow spells and spell-like abilities. This stacks with the effects of
all Spell Focus (Illusion) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
SKEPTICAL [General]
You have a sharp eye for deception.
Benefit: You get a +2 bonus on all Sense Motive and Spot checks.
SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff and Move Silently checks.
TOUCH FOCUS [General]
Your touch spells are more powerful than before.
Benefit: Add +2 to the DC for all saving throws against spells with a
range of Touch. This supercedes (does not stack with) the bonuses from Spell
Focus but does stack with the Touch Spell feat.
TOUCH SPELL [Metamagic]
You can cast a ranged spell as a more powerful touch spell.
Benefit: Any spell with a Close, Medium, or Long range can be cast
instead as a spell with the range of Touch with a +2 bonus to its Difficulty
Class. This supercedes (does not stack with) the bonuses from Spell Focus feats
but does stack with Touch Focus feats. A touch spell takes up a spell slot of
the spell’s normal level, modified by any other metamagic feats.
Spell Sources: All spells are from the Player’s Handbook, except
as follows: Bastion of Broken Souls module: Dream Image; Book
of Vile Darkness: Damning Darkness, Darkbolt, Darklight, No Light,
Steal Life, Utterdark, Were-Doom; Defenders of the Faith: Curse
of Lycanthropy, Owl’s Wisdom, Plague of Rats; Dragon Magazine:
Eagle’s Splendor (282), Footpad’s Grace (302); Phantasmal Whisperer (291),
Shadow Bind (291); Forgotten Realms: Blacklight, Claws of
Darkness, Cloak of Dark Power, Eagle’s Splendor (again), Moonbeam, Moon Blade,
Moonfire, Moon Path; Into the Dragon’s Lair module: Shadow Mask,
Shadow Spray, Shadow Well; Lords of Darkness: Greater Shadow
Tentacle, Lesser Shadow Tentacle, Night’s Mantle, Shadow Canopy; Magic of
Faerun: Blackstaff, Blindsight, Circle Dance, Crawling Darkness,
Darkfire, Doomtide, Handfire, Jaws of the Wolf, Nightmare Lullaby, Silent
Portal, Wounding Whispers; Masters of the Wild: Countermoon,
Dawn, Scarecrow; Races of Faerun: Shadow Canopy (again); Savage
Species: Blindsight (again), Countermoon (again), Crawling Darkness
(again), Dawn (again), Dream Casting, Improved Blindsight, Inky Cloud; Song
& Silence: Healthful Slumber, Lullaby, Wail of Doom; Tome
& Blood: Corpse Candle, Eagle’s Splendor (and again), Ghostform,
Mass Darkvision, Owl’s Wisdom (again); Unapproachable East:
Abolish Shadows, Low-Light Vision (yet again), Superior Darkvision; WotC
Website: Bite of the [Lycanthrope], Scattergloom.