Table of Contents

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

Captivating Lights

Captivating Lights

Tradition: Astromancy

Rank: Novice

Castings: 1

Duration: 1 minute

Lights appear and dance in the target space. When an enemy starts its turn with line of sight to the target space, the enemy makes a Will roll. On a success, the enemy becomes immune to this spell for 24 hours. On a failure, the enemy becomes confused until the spell ends or until the enemy is harmed. While con fused in this way, the enemy must run toward the target space on each of its turns. Once it enters the space, it will not willingly leave it. The enemy is otherwise free to act as it chooses.

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Colorful Flare

Colorful Flare

Tradition: Astromancy

Rank: Novice

Castings: 3

Duration: 1 minute

You launch from your fingertip a bright bead of light in any color you choose. The bead flies toward the target space and hangs there until the end of your next turn. It then gently falls to a surface below it, where it remains until the spell ends. The bead emits bright light.

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Falling Star

Falling Star

Tradition: Astromancy

Rank: Novice

Castings: 1

Duration: Instantaneous

A miniature star appears and orbits your head, before streaking away. The target takes 1d6 damage. Then, make a Will roll against the target’s Agility. On a success, the target takes 2d6 damage and makes a luck roll. On a failure, the target becomes blinded until the end of your next turn. If your roll results in a critical success, the target takes an extra 1d6 damage.

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Lasting Light

Lasting Light

Tradition: Astromancy

Rank: Novice

Castings: 1

Duration: 8 hours

A ball of light appears in and fills the target space. It emits bright light. You can use an action to move the ball of light up to 5 yards in any direction and it remains there until you move it again or the spell ends. You can also touch the ball to an object, and the ball becomes attached to it until the effect ends or you use an action to remove it and touch it to another object in reach or release it to float in the air once more. While you are in the light created by this spell, you make rolls as a result of using Astromancy talents and casting Astromancy spells with 1 boon.

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Scorching Ray

Scorching Ray

Tradition: Astromancy

Rank: Novice

Castings: 1

Duration: Instantaneous

Your hand glows as you launch from it a burning beam of radiance. Make a Will roll with 1 boon against the target’s Agility. On a success, the target takes 4d6 damage. On a critical success, the target also catches fire.

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Wall of Radiance

Wall of Radiance

Tradition: Astromancy

Rank: Novice

Castings: 1

Duration: 1 hour

Horizontal and vertical light beams form a lattice on one side of the target space. The lattice emits bright light. Any creature or object passing through it takes 3d6 damage. A flammable object catches fire. A creature makes a Strength roll. On a failure, the creature catches fire (luck ends) and becomes blinded until the end of its next turn.

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Eye in the Sky

Eye in the Sky

Tradition: Astromancy

Rank: Novice

Castings: 1

Duration: 8 hours

If you can see the moon, you can change your visual perspective to a bird’s eye view above the moonlit lands as if you were the moon. You perceive nothing from your body except what it is in plain view of the moon. You can use an action to switch perspectives so you can see from your body or from the sky as you choose, but each time you switch the perspective, reduce the remaining duration of the spell by 1 hour.

Alternatively, you can expend 1 yard of movement and the casting of this spell to teleport to an empty space you can see.

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Cheat Death

Cheat Death

Tradition: Astromancy

Rank: Novice

Castings: 1, reaction when you become injured or incapacitated

Duration: Instantaneous

You heal 2d6 damage and make a luck roll. On a success, you teleport to an empty space of your choice within 50 yards. On a failure, you teleport to an empty space with a surface that can support you of the Sage’s choice within 1d20 × 5 yards.

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Flickering Form

Flickering Form

Tradition: Astromancy

Rank: Novice

Castings: 1, reaction when a creature gets a success on a roll to attack you

Duration: 1 minute

You reduce the damage from the attack by 1d6. Then, until the spell ends, you have the Slippery trait and when a creature gets a success on a roll to attack you, the roll counts as a failure instead if the result is an even number.

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Displace From Time

Displace From Time

Tradition: Astromancy

Rank: Novice

Castings: 1

Duration: Instantaneous

Make a luck roll. On a success, the target winks out of existence. The target is removed from time (luck ends). While removed from time, the only thing the target can do is make the luck roll to end this effect. When the target gets a success on its luck roll, it reappears in the space it vacated or in an empty space of its choice nearest to that space. You then make a luck roll. On a failure, you become held (luck ends). If you get a failure on the initial luck roll, you become affected by the spell instead of the target.

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Expert Spells

Shadow of the Moon

Shadow of the Moon

Tradition: Astromancy

Rank: Expert

Castings: 1

Duration: 1 hour

Faint light shines around the target and then fades. The target becomes invisible in spaces lit by faint light or no light at all, as well as spaces lit by moonlight. While invisible, the target takes half damage from ordinary sources. The spell ends early if the target harms another creature.

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Shooting Stars

Shooting Stars

Tradition: Astromancy

Rank: Expert

Castings: 1

Duration: 1 minute

You gather a cloud of tiny stars that swirl around you and cause you to emit dim light. When you cast this spell and, again when you use an action to do so, you can launch a star from you. Target one space within 15 yards. When the star arrives at its destination or can travel no farther, it explodes to deal 2d6 damage to each creature or object within 5 yards of it. A creature makes an Agility roll. On a failure, the creature takes an extra 2d6 damage.

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Starry Mantle

Starry Mantle

Tradition: Astromancy

Rank: Expert

Castings: 1

Duration: 1 hour

You pull from behind you a long black cloak dotted with specks of light, and wrap it around yourself. If you remove the cloak, the spell ends early. You gain the Dark Vision and Keen Vision traits. You can use an action to pluck a light from your cloak and place it in the air where it emits dim light until the spell ends. Finally, when an enemy gets a critical success on a roll to attack you, the enemy makes a luck roll. On a failure, it becomes blinded until the end of your next turn.

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Sun Spear

Sun Spear

Tradition: Astromancy

Rank: Expert

Castings: 1

Duration: 1 hour

A spear formed from solid sunlight appears in your hand. The spell ends early if you drop the spear or you become unconscious. You can attack with the spear when you cast this spell. The spear emits bright light. It uses the normal rules for a spear, with the following exceptions. When you attack with it, you can use Intellect or Will in place of the attribute you would normally use, you roll against the target’s Agility instead of its Defense, and if you use it as a thrown weapon, it reforms in your hand at the end of the round. Finally, your attacks with the spear deal an extra 2d6 damage.

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Sunburn

Sunburn

Tradition: Astromancy

Rank: Expert

Castings: 3

Duration: Instantaneous

Intense light flashes in the target space. Each creature in it takes 5d6 damage, and becomes Agility impaired (luck ends). A creature dam aged by this spell makes a luck roll. On a failure, the creature catches fire (luck ends).

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Master Spells

Invisible Fire

Invisible Fire

Tradition: Astromancy

Rank: Master

Castings: 1

Duration: 1 minute

Invisible flames dance all over your body. You ignore the flames’ harmful effects. At the end of each round until the spell ends, each enemy within 5 yards of you makes a Strength roll. On a failure, the enemy takes 6d6 damage and becomes vulnerable and weakened (luck ends). If the enemy is already vulnerable or weakened, it also catches fire (luck ends).

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Meteor Strike

Meteor Strike

Tradition: Astromancy

Rank: Master

Castings: 1

Duration: Instantaneous

A burning rock tumbles out of the sky and strikes the target space. The rock explodes. Each creature and object in the target space takes 10d6 damage. Each creature that takes this damage makes an Agility roll with 1 bane. On a failure, it takes an extra 10d6 damage, and falls prone. The enemy also catches fire and becomes confused (luck ends both).

The explosion sends fire and debris 25 yards out in all directions from the target space. Each creature and object in this additional area takes 5d6 damage. Each creature that takes this damage makes an Agility roll. On a failure, the creature takes an extra 5d6 damage, and falls prone.

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Moon Frenzy

Moon Frenzy

Tradition: Astromancy

Rank: Master

Castings: 1

Duration: Instantaneous

Moonlight floods the target space. Each creature in the target space becomes confused and vulnerable (luck ends both), and makes a Will roll. On a failure, the creature also becomes Will impaired (luck ends). Until it ends the Will impaired affliction, the creature considers all other creatures as enemies and must use an action each round to attack the enemy nearest to it. The creature rolls with 1 boon and deals an extra 1d6 damage.

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Nova

Nova

Tradition: Astromancy

Rank: Master

Castings: 1, reaction when you are harmed

Duration: Instantaneous

Light and heat explode from you. Each enemy takes 5d6 damage. A creature makes a Strength roll with 1 bane. On a failure, the creature takes an extra 5d6 damage, and becomes blinded (luck ends). On a critical failure, the creature also catches fire (luck ends). You and each ally emits dim light for 1 hour and their attacks deal an extra 1d6 dam age from the radiance sheathing their weapons.

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Sunbeam

Sunbeam

Tradition: Astromancy

Rank: Master

Castings: 1

Duration: Instantaneous

You throw back your arms as a beam of sunlight extends through the tar get space. Each creature in it takes 3d6 damage and makes a Strength roll with 1 bane. A creature with the Sunlight Weakness trait gets an automatic failure. On a failure, the creature takes an extra 4d6 damage and becomes blinded (luck ends). A creature injured by this damage also catches fire (luck ends).

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Sunrise

Sunrise

Tradition: Astromancy

Rank: Master

Castings: 1

Duration: 1 hour

You heal all damage, as a glowing sphere appears in the sky to blanket the land within 100 miles of you with bright light that counts as sunlight.

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