Ranged attacks damage are lowered by 10. If its reduced to 0, the attack is launched back with half the initial damage.
- •Gravity Well. (Tier 6 Spell)(1 use).
4d8+6 Force. AoE, 3x3. Create a gravity well. Those that enter make a STR Save. On Failure, take full damage and reduce speed by half. On success, half damage and no speed loss.
- •Repluse (Tier 4 Spell).
4d8+6 Force. Range 2. Creatures on a failed STR Save are pulled either 2 spaces toward or away from you. Moonmourne can remove 2 damage die to cause those that failed the save to float helplessly and have 0 Spd.
- •Fling (Tier 1 Spell).
Range: 12. 3d8+6. Throw debris towards the target. On Hit: Push equal to primary die.
- •Comet Violia (Tier 9 Spell)(1 Use).
Line 30. 6d20 Force. Each creature makes a DEX Save or take full damage. Half on success.
At 225 Hit Points, recharge a use of Gravity Well.
At 0, 170 more damage and Moonmourne will die. Until then, Repluses Range doubles Comet Violia recharges, and can be done in a Cone 15.
A recluse, but master archmage of the Graviturgy. If allied, he will offer to teach this school if he deems this apprentice worthy.
Grasp of Gravity
(Legendary Gauntlet) A gauntlet that functions as a prosthetic, it creates a arm condensed of Gravity.
6 charges. Can cast Gravity Well (Tier 2) and Repluse (Tier 4).
While paranoid, Moonmourne could always use more agents, especially the heroes. Maybe offering them a job for them. To counter Comet Violia, consider allowing a Spell Duel. Where the heroes can meet the attack with their own spell. Whoever rolls the highest damage, it cancels the other and damages the loser. Allies can offer their own mana to upcast the source's spell.
Moonmourne is paranoid and is always aware. When the heroes enter his area, he will start with Gravity Well to weaken and trap and trap them. If he truly wants someone dead, he will use Comet Violia the moment the opportunity opens itself to do the most damage.