====== Astromancy ====== Long have mortals looked to the heavens for answers to the mysteries on Erth. The Sun drives back the darkness, the Moon plays tricks on the mind and drives the sane mad, while the stars hang in the firmament, their falling portending great events. It’s no wonder then that an entire tradition of magic formed around the study of the celestial bodies. Astromancy spells let you draw light and energy from the skies and bring them to bear against your foes. ===== Talents ===== //**Beguiling Lights:**// You can use an action to create one or more lights. Target one Size 5 space within 30 yards. Up to five bobbing lights appear in the air of the space and remain for 1 minute. You can use an action to move the lights up to 10 yards. The lights shed dim light. From a distance, the lights look like lit torches. When an enemy starts its turn with line of sight to the light, the enemy makes a Will roll. On a success, the enemy becomes immune to Beguiling Lights for 24 hours. On a failure, the enemy becomes Intellect impaired for as long as it has line of sight to the lights. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Dazzling Flash:**// You can use an action to cause a bright light to flash at a distance. Target one point you can see within 10 yards. Dazzling light flashes at that point. Each creature within 1 yard of it makes a luck roll. On a failure, the creature becomes confused until the end of your next turn. A creature immune to the blinded affliction ignores this effect. At level 3, the flash affects creatures within 3 yards. At level 7, a creature also takes 4d6 damage on a failure. //**Glittering Nimbus:**// When you dodge an attack from an enemy that can see you, you can use this talent to cause your body to emit bright, dazzling light. If the roll to attack results in a success, the enemy becomes confused until the end of its next turn. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Produce Light:**// You can use an action to cause a globe of light to appear in the palm of your hand. The globe emits bright light in a color you choose. You can touch the globe to an object, and the globe becomes attached to it until the effect ends or you use an action to remove it and touch it to another object in reach. The effect lasts 1 hour, but ends early when you use this talent again. The effect lasts 4 hours at level 3 or 8 hours at level 7. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. ===== Novice Spells ===== {{page>weird-wizard:spells:Captivating_Lights&link&doindent}} {{page>weird-wizard:spells:Colorful_Flare&link&doindent}} {{page>weird-wizard:spells:Falling_Star&link&doindent}} {{page>weird-wizard:spells:Lasting_Light&link&doindent}} {{page>weird-wizard:spells:Scorching_Ray&link&doindent}} {{page>weird-wizard:spells:Wall_of_Radiance&link&doindent}} {{page>weird-wizard:spells:Eye_in_the_Sky&link&doindent}} {{page>weird-wizard:spells:Cheat_Death&link&doindent}} {{page>weird-wizard:spells:Flickering_Form&link&doindent}} {{page>weird-wizard:spells:Displace_From_Time&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Shadow_of_the_Moon&link&doindent}} {{page>weird-wizard:spells:Shooting_Stars&link&doindent}} {{page>weird-wizard:spells:Starry_Mantle&link&doindent}} {{page>weird-wizard:spells:Sun_Spear&link&doindent}} {{page>weird-wizard:spells:Sunburn&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Invisible_Fire&link&doindent}} {{page>weird-wizard:spells:Meteor_Strike&link&doindent}} {{page>weird-wizard:spells:Moon_Frenzy&link&doindent}} {{page>weird-wizard:spells:Nova&link&doindent}} {{page>weird-wizard:spells:Sunbeam&link&doindent}} {{page>weird-wizard:spells:Sunrise&link&doindent}}