Astral Magiks

## Thaumaturgy of Astral Magik

Spell cost is 5 motes of mana times spell level and the spells DC's are normal spell DC's + 5. Spells from this list bypass all but Damage Resistance/Epic. A caster must have at least a +4 talent to cast these spells. Any magic class with a connection to the stars can learn the spells from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 5 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.

## **1st Level Spells**

-(***Starlight***): Call forth a magical light that blinds anyone not protected by the caster. Those who are protected treat the light level as the level they choose. Those who are not designated must attempt a reflex save. If they succeed they are not blinded, if they fail they are blinded for 2d8 rounds and must succeed an equal fortitude save or the blindness becomes permanent. The caster can select a number of allies equal to their level. Range: Close (25ft + 5ft per 2 levels); Area: 10ft square per level; Duration: 1 round per 2 levels.

-(***Star Bolt***): Send a magical bolt of star energy into the target, searing them. The bolt is a ranged touch attack that deal starfire damage to the target for 1d10 points per 2 levels, reflex save negates damage by half. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant.

## **2nd Level Spells**

-(***Star Shard***): Fling a piece of the first star at your opponent forming the shard to your needs. The shard deals 1d8 per level of points of damage as a ranged attack and may be slashing, piercing or bludgeoning. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: Instant

- ***(Drain Warmth***): If the target fails their fortitude save, this spell freezes the target in place as if all the heat was drawn away, making so they may not take any actions besides with their minds, but encasing them in 2ft of solid ice. They take 1d8 points of cold damage per round. Range: Medium (50ft + 10ft per level); Area: Single Target; Duration: 2 rounds per level.

## **3rd Level Spells**

-(***Star Sight***): Send a star like beacon out from the palm of your hand, allowing your a portal view of the what the center of the star is looking at. The beacon is ethereal and may pass through walls. It is however visible. Range: Long (100ft + 25ft per 2 level); Area: NA; Duration: 3 rounds per level.

-(***Star Burst***): Launch a ball of condensed star matter to your enemies, where it detonates on impact. The implosion deals 1d4 points per level of starfire damage. A reflex save halves this damage. Range: Medium (50ft + 10ft per 2 level); Area: 10ft square per 2 levels; Duration: Instant

-(***Gravity Armor***): Surround yourself with intense gravitational forces, granting your DR 10/- until your talent modifier x twice your level in damage is soaked up, this does stack with *Mage Armor*. Range: Self; Area Personal; Duration; 24 hours.

## **4th Level Spells**

-(***Star Run***): Open up a hole in space with the power of the stars; acting like dimensional door, except for you can designated how long it lasts without concentration up to a number of rounds equal to half your level. Range: Long (100ft + 25ft per 2 levels); Area: 10ft by 10ft door way; Duration; Up to a number of rounds equal to half your level.

-(***Gravity Pulse***): Send a shock wave out from the designated point, reversing gravity for a round and sending enemies 10ft in the air upside down and falling prone at the end of the round. The wave pass by each 5ft square in its area once, with the initial 5ft square being the first. Every round it expands 10ft in diameter, up to 10ft per 2 levels, or 100ft. The wave is only 20ft tall. A successful reflex save negates the effect. Range: Close (25ft + 5ft per 2 levels); Area: 5ft + 10ft diameter per 2 levels;

Duration: 1 round per 2 levels.

-(***Searing Flash***): Unleash a blinding torrent of star light from the palm of your hand, burning and blinding targets with starfire. This 30ft cone deals 1d8 points of damage per 2 levels and the targets must succeed a reflex save or be blinded for 1d8 rounds. Range: 30ft; Area: 30ft Cone; Duration: Instant

## **5th Level Spells**

-(***Star Way***): Open up a larger hole in space with the power of the stars; acts like teleport except it is an open gate that can be designated to remain open for up to a number of rounds equal to half your level with concentration. Range: 100 miles per 2 levels; Area: 20ft by 20ft door way; Duration: 1 round + up to half your level in rounds with concentration.

-(***Star Familiar***): This spell summons a miniature star that fires 1 attack for every time you make one at the same targets you strike. This ranged touch attack does 1d6 per 4 levels of starfire damage. It can be cast on another person. The Star Familiar uses your casting modifier as an attack bonus. Range: Touch; Area: 4ft; Duration: 1 round per 2 levels.

-(***Star Flurry***): Send a spinning disk of stellar matter, tearing into an enemy. This attack engulfs a single target as a ranged touch attack, dealing 5d8 per 3 levels per round, fortitude halves this damage. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: 1 round per 4 levels.

-(***Drain Heat***): Freeze the feet of the foes around you in ice dealing 4d6 to all enemies within 30ft. If they fail their reflex save, they are entangled until they break the ice (HP 75, Hardness of 15), lasting for 5 rounds. Range: Self; Area: 30ft diameter; Duration: Instant; Casting Time: Immediate.

## **6th Level Spells**

-(***Star Torrent***): This spell unleashes a torrent of pure star matter as a ranged touch attack; dealing 25 points of starfire damage per 2 levels when cast as a standard action or 35 when cast as a full round. This spell costs 1.5 times the normal amount of mana when cast as a full round. Fortitude halves damage. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

-(***Stunning Light***): This spell gives targets who fail their saves a stunning headache by overloading their eyes with starlight. Upon a failed reflex save, the targets takes 3d6 points of starfire damage, and are permanently blinded stunned 2d6 rounds. Range: Close (25ft + 5ft per 2 levels); Area: 30ft, 1 target per 2 levels; Duration: See text

-(***Heart of the Star***): Open a portal to your own personal star core, the first casting determines what your core is like, every other casting opens the door way to your plane. This spell functions as *Create Demiplane, Greater* except that you must cast this spell to open the door way. This plane may be accessed from any other plane, and you are considered well-fed and granted a +10 to knowledge and craft checks within the plane. Is also connected to the Astral Road. Range: 20ft; Area: 10-20ft doorway; Duration: Permanent

-(***Star Armor***): Assume a mass of starlight armor, increasing the AC and DR of *Mage Armor* and *Gravity Armor.* You also glow light true daylight in a 60ft radius, and torch light for 120ft radius. This bonus is equal to your twice your talent modifier and lasts for 1 round per level. Range: Personal; Area: Self; Duration: 1 round per level

## **7th Level Spells**

-(***Celestial Prism***): Encase a target area equal to 10 cubic feet per 2 levels in crystals from the first star stone. Targets may take actions but magic reflects off of the cage. The bar have 150 HP and 25 Hardness. Range: Medium (50ft + 10ft per 2 levels); Area: 10 cubic feet per 2 levels; Duration: 1 round per 2 levels.

-(***Star Fall***): Call down a single tiny star, crushing and burning a single target. The meteor strikes a target, a ranged touch attack, in 3 rounds dealing 1d12 crushing damage and 1d8 starfire damage per 2 caster levels, reflex save halves the damage. The target is then burned for an additional 1d8 points of damage per 2 caster levels every round over the next 3 rounds on a failed save. Range: Long (100ft + 25ft per 2 levels); Area: Single Target; Duration: See Text

-(***Asteroid Field***): Summons a swirling field of asteroids that strike enemies, an attack role, within 30ft of you. When they strike an enemy, they deal 1d8 points of bludgeoning damage per caster level, lasting for 5 rounds, attacking every enemy within range every round. Range: Personal; Area:

30ft; Duration: 5 rounds

-(***Celestial Body***): Summon pure star matter into your form, becoming a star elemental temporarily. You gain fire immunity, electricity resistance 20, your attacks deal an extra 3d6 of star fire damage, and any stellar magik spell casts as though it is 3 levels higher. Your glow illuminates as bright light until 30ft and one step down every 30ft after that. You also gain a fly speed equal to double your land movement speed. Range: Personal; Area: Self; Duration: 1 round per 2 levels.

-(***Afterburned Images***): Summon 1d6 images of yourself that have a quarter of your hit points. These images are composed of star dust and have DR 5/Cold and will duplicate any Stellar Magik spell cast in the rounds they exist. This is the only thing they can do, these duplicate spells only deal a quarter of the normal damage. You have to make one attack for all the images and if the target fails the save against your spells, the are considered to fail against your images. The images appear within 30ft and remain there until the spell is dismissed or it ends. Range: Personal; Area: 30ft; Duration: 1 round per 4 levels.

## **8th Level Spells**

-(***Between Stars***): Summon a pocket of deep space in a local area. Enemies within 30ft of the center of the spell find themselves without oxygen and subjected to crushing and cold damage. Every round that targets are in the space pocket, they can not breathe and take 1d12 crushing and 1d12 cold damage per 2 caster levels every round without a save. Also, movement speed is reduced to no movement without something to propel on. Range: Close (25ft + 5ft per 2 levels) Area: 30ft; Duration: 1 round per 2 levels

-(***Suspend Gravity***): Suspend graivty in a local area around you, changing it so it either has no gravity, increased gravity (all carrying capacity is multiplied by your talent modifier or lower) or reversing the gravity. This change lasts until the spell ends or you dismiss it. Range: 30ft centered on self; Area: 30ft; Duration: 1 round per level

-(***Supernova***): Cause one target who is close to death to implode. When cast on an enemy, the take 2d8 points of damage star fire damage every round. Should they die before this affect ends, the target violently implodes before exploding outward dealing 10d12 points of star fire damage to all targets within 60ft. If the target fails to die before the spells ends, the supernova burns out dealing 5d8 points of star fire damage to the target and ending the spell. Range: Long (100ft + 25ft per 2 levels); Area: Single target, 60ft burst; Duration: 1 round per level

-(***Comet/Meteor Barrier***): Summon a blanket of falling comets/meteors to fall down in the shape of a wall. These comets/meteors deal 3d12 points of star chill/star fire damage to those within 5ft as their supernatural chill/heat radiates from falling asteroids. Any creature who enters the wall must succeed a reflex save or take 12d12 points of damage and become pinned. Range: Long (100ft + 25ft per 2 levels); Area: 1 20ft by 20ft by 5ft thick section of wall per level; Duration: 1 round per level

-(***Starlight View***): View any area that has been touch by star matter. This functions as scyring, greater, except that you can view an area, equal to 100ft per 2 caster levels. Range: NA; Area: 100ft per 2 levels; Duration: 1 minute per level; Casting Time: 10 Minutes

## **9th Level Spells**

-(***Astral Storm***): Summon and control a devastating astral storm with condensed starfire, condensed starchill and asteroids raining down upon an area. Each round you concentrate on the spell allows the storm to build. Each effect occurs on all subsequent rounds. When you end your concentration the spell persists at the last effects it had for 2 more rounds before dissipating as quickly as it appeared. A reflex save halves damage and negates blindness and deafness. This spell makes flying almost impossible (+15 to the DC of a fly check) as gravity is intensified (tripled carried load in the storm). The first round that you cast this spell the storm is summoned as clouds of star matter as sent swirling around, anyone within the storm must make a reflex save or be blinded and deafened for 2d10 rounds. The second round begins the rain of condensed astral fire, dealing 2d10 of star fire damage to all those within, along with blinding the targets. The third round begins with condensed astral chill swirling about dealing 2d10 points of star chill damage along with 2d10 points of starfire and blinding targets. The fourth round begins with with chunks of asteroids raining down to be swept up in the fury of the storm. These asteroids hit anyone in the storm for 2d10 points of bludgeoning damage. On the fifth round and all subsequent rounds up to 10 rounds, the caster must spent an additional 27 mana to continue the spell, every round it is continued requires concentration, but the damage of all the components increases to 4d10 for a total of 12d10. Range: Long (100ft + 25ft per 2 levels); Area: 60ft; Duration: 4 rounds, up to 10 rounds with concentration, with 2 more rounds once the spell ends; Casting Time: Full Round action and concentration

-(***Star Gate***): Open up the largest hole in space you can with the power of the stars; this spell allows you to travel between planes, planets or even dimensions. Whenever you open this gate to another realm, the gate opens in the same place. While the sending location may be different, the receiving location is one of few in a plane or on a planet. This gate can only last as many rounds as your talent modifier and only with concentration. Range: NA; Area: 30ft by 30ft door way; Duration: See Text

-(***Star Well***): Create a miniature dwarf star at a location that burns creatures around it while before collapsing on it self and creating a miniature black hole. The 5ft star burns all creatures within 45ft for 3d12 damage every round for 3 rounds, while any creature occupying the stars' 5ft square takes double that all damage. On the fourth round the star collapses on itself, creating a black hole. The black hole then attempts a single CMB using 30 + Casting Modifier for the CMB check. This is compared to all creatures within 30ft. A successful reflex save gives you a +10 on this check to escape the gravitational pull. Those who escape are under the effect of a "slow" spell until they are more than 30ft away from the black hole. A creature in the middle must succeed a reflex save to avoid being completely consumed by the black hole. They then must make another to resist being drawn back in. Any creature drawn into the black hole takes 100 points of damage per round until they are pulled out (DC 45 Strength check) or escape (DC 55 Escape Artist check). When a creature is slain by this spell, only a wish or miracle can bring that creature back. This black hole lasts for 3 rounds before collapsing on itself and blinking out of existence. Range: Long (100ft + 25ft per 2 levels); Area: 45 for the intial 3 rounds, 30 after 3 rounds; Duration: 3 rounds as a star, 3 rounds as a black hole.

-(***Lightspeed***): Speed yourself up to the point where time stops; Functions as time stop except, star magik spells that are reliant on time (example: Star Fall) will continue to work until the points of damage and when the effect ends you gain haste for the same number of rounds afterward. Range: Close (25ft +5ft per 2 levels); Area: 30ft, 1 target per 2 levels; Duration: 1 round per 2 levels

-(***One with the Stars***): Upon casting this, your mind and body meld with that on ancient stars. You gain the effects *Freedom of Movement* and *True Seeing*, you do not age and can not be aged magically. You do not need to breathe, eat, or sleep. Furthermore you are immune to charm, compulsion, sleep, daze, fear and stun effects. Also you get a +10 to all Knowledge checks. Additionally you gain immunity to fire and cold damage, and all Stellar Magik spells are cast as spell level times 5 instead of 6. This spell costs 10% of the \users mana. When the spell was ends, the mana is returned. Range: Personal; Area: Self; Duration: 1 day per level. Casting Time: 1 hour

-(***Soul of the Star***): Bestow the gift of rebirth into your fallen allies, restoring them back to life for a time. Any ally you designate, up to a number of your allies equal to half your level receives 60 hit points and are restored to their states before they're death. They slowly lose 5 hit points per round until they burn up in a brilliant flash. Those who are consumed in this way are reborn 2d12 days later with the Solaric (Fire resistance 20, immunity to light effects, prismatic spells, daze and dazzle, and Sun Savior; In bright light, gain a 10ft enhancement speed bonus, and +2 on attack, skills, and saves.) template, they are marked with a white stripe around their wrist just above the hand. A person can only be resurrected once in this manner, but may be resurrected by other means in the event of their death (again). Range: Long (100ft + 25ft per 2 levels); Area: 60ft Burst; Duration: 12 rounds until the hit points are lost and 2d12 days until resurrection. Casting Time: 2 rounds

## **Mastery Spells**

-(***Singularity***): When you cast this spell, it costs 100 mana. You must roll a d6, even following the Supernova path, and odd following the Dark Star Path:

-*Supernova*: This spell calls a star forth from space, burning all targets within 20ft of the center of this spell for 12d12 points of damage for one round. On the second round, this star expands, burning all targets within 40ft of the center for 6d12 points of damage. On the third round, the star explodes, dealing 18d12 points of damage to all targets within 60ft. On the fifth round, the star collapses into a super dense star, drawing all enemies who fail a reflex save within 60ft of the center of the spell into the neutron star, crushing them for 6d12 points of damage. On the fifth round, the star collapses completely, and explodes dealing 24d12 to targets within 100ft.

-*Dark Star*: This spell calls a star forth from space, burning all targets within 20ft of the center of this spell`for 12d12 points of damage for one round. On the second round, this star expands to 30ft of the center for 9d12 points of damage. On the third round, the star, collapses to 10ft, burning targets for 15d12 points of damage. On the fourth round, the star collapses further to 5ft, drawing any creature within 15ft into its 5ft space if they fail their reflex save, damaging those trapped for 18d12 points of damage. On the fifth round, if the targets fail their second reflex save, they are crushed, killing them instantly as the star collapses out of existence. Range: 200ft; Area: See Text; Duration: See Text; Casting Time: 5 full rounds of casting/concentrating