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Astromancy

Astromancy is the manipulation of the magical energy that infuses a world following
a thaumaturgic meteorite impact.
Startide Flux: Can check with an unmodified d20 roll DC 11. Successful check means
+2 bonus to his effective level for the current round. Psionic characters with
successful flux check may also scale up a damaging power +2 dice with an
additional 2 power points. Can make a Flux Check a number of times per day equal
to one-quarter of effective caster level.
Spells
1 Stone fall: Falling stone mass deals 1d6 points of damage/two caster levels
2 Stone fall, fiery: Falling stone mass deals 1d6 points of damage/ two caster levels
plus 1d6 points of fire damage
3 Protection from plasma: Absorb 12 points of damage/level from plasma energy
4 Veil of meteors: Orbiting stones provide protection
5 Minor meteorite: Call down a small meteorite strike
6 Veil of streaking meteors: Orbiting stones are command-able
7 Summon molten elemental: Summon a creature born of a meteorite strike
8 Veil of fiery meteors: Fiery orbiting stones are command-able
9 Meteorite: Call down an impressive meteorite strike

Stone Fall
Level: 1
Casting Time: One action
Range: Medium (100 feet + 10 feet/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A stony mass falls from seeming thin air onto a designated target. You make a
ranged attack (not a touch attack) to strike the target. The stone fall deals 1d6
points of damage per two caster levels (maximum 5d6).

Stone Fall, Fiery


Level: 2

Casting Time: One action


Range: Medium (100 feet + 10 feet/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
As stone fall, except the stony mass traces a red-hot streak through the air, and it
deals an additional 1d6 points of fire damage per die of regular damage dealt
(maximum 5d6 plus 5d6 fire).

Protection From Plasma


Level 3
Casting Time: One action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants temporary invulnerability to plasma energy. When the spell
absorbs 12 points of plasma damage per caster level (to a maximum of 120 points
at 10th level), it is discharged.
Note: This spell also provides limited protection against pure fire or electricity
damage. However, fire or electricity damage erodes twice the protection that
plasma does. For example, it takes 6 points of protection to prevent 3 points of fire
damage.

Veil of Meteors
Level 4
Casting Time: One action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

You conjure four tiny rough stones plus one additional stone for every three caster
levels. The conjured stones always float in the air within 3 feet of you. Upon casting,
the stones take up a circling orbit 1d3 feet from your body. Each stone leaves
behind a trail of glowing light, as if it were a miniature streaking meteor.
Each stone protects you against physical ranged and melee attacks by interposing
itself between you and an attack. Each stone can take up to 8 points of damage for
you before disintegrating. Thus, a 7th-level caster with six stones can take up to 48
points of damage before her shield erodes completely. This orrery of protection does
not hinder touch attacks.
This effect stacks with similar effects produced by other spells, including stoneskin.
The stones offer their protection until expended, until the spells duration expires, or
unless each is grasped or netted to separate it from you.
Each stone has an AC of 18. Once captured, a stone dissipates and may not be
reactivated.

Minor Meteorite
Level 5
Casting Time: One action
Range: Long (400 feet + 40 feet/level)
Target: One creature or object (see text)
Area: 20-foot-radius spread from target (see text)
Duration: Instantaneous
Saving Throw: None or Reflex half (see text)
Spell Resistance: Yes
As meteorite, except that the evoked chunk of star-stuff is smaller. A creature struck
by a ranged touch attack by a minor meteorite takes 12d6 points of impact
damage, and the fireball-like explosion deals 4d6 points of fire damage to each
creature in the 20-foot radius area.

Veil of Streaking Meteors


Level 6
Casting Time: One action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None

Spell Resistance: No
As veil of meteors: Conjure stones = four +1 per 3 level. Each stone absorbs 8
points of physical (not energy) damage. Stacks with other protection spells, like
stoneskin.
Also: as a move-equivalent action, you can direct one of your circling sentries to
streak away from its protective circuit and attack a foe. You may direct only one
such stone of your veil in this fashion each round. A commanded stone can be
directed to attack any one target within your line of sight as if you were making a
ranged touch attack. If the stone penetrates your foes AC, it deals 6d6 points of
damage.

Summon Molten Elemental


Level 7
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Summons a Huge (16 HD) Molten Elmental: HD 16d8+80; hp 152;
Init +3; Speed 35 ft.
AC 22 [2 size, +3 Dex, +11 natural], touch 11, flat-footed 19;
Atk +19/+14/+9 melee (2d10+13 plus 2d8 fire, molten slam);
SA Earth mastery, push, burn; SQ Elemental, damage reduction 10/+2; AL N;
SV Fort +15, Ref +8, Will +5; Str 29, Dex 16, Con 21, Int 6, Wis 11, Cha 11
Skills and Feats: Listen +14, Spot +14; Cleave, Great Cleave, Power Attack
Earth Mastery (Ex): A molten elemental gains a +1 bonus on attack and damage
rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne,
the elemental suffers a 4 penalty on attack and damage rolls. (These modifiers are
not included in the statistics block.)
Push (Ex): A molten elemental can start a bull rush maneuver without provoking an
attack of opportunity. The combat modifiers given in Earth Mastery, above, also
apply to the elementals opposed Strength checks. On a successful bull rush, a
molten elemental also deals 2d6 points of fire damage to its opponent.
Burn (Ex): A molten elementals slam attack deals bludgeoning damage plus fire
damage from the elementals flaming body. Those hit by a molten elementals slam
attack must succeed on a Reflex save (DC 23) or catch fire. The flame burns for 1d4
rounds (see Catching on Fire in the DMG). A burning creature can take a moveequivalent action to put out the flame. Creatures hitting a molten elemental with
natural weapons or unarmed attacks take 2d8 points of damage, and also catch fire
unless they succeed on a Reflex save.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical
hits.

Veil of Fiery Meteors


Level 8
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
As veil of streaking meteors: Conjure stones = four +1 per 3 level. Each stone
absorbs 8 points of physical (not energy) damage. Stacks with other protection
spells, like stoneskin.
Also: you can use up to two move-equivalent actions each round to direct two
stones, either at the same or different targets. Additionally, if a stone penetrates
your foes touch AC, it deals 6d6 points of damage, and immediately detonates in a
20-foot-radius spread, dealing 4d6 points of fire damage to creatures in the area
(Reflex save for half damage).

Meteorite
Level 9
Casting Time: One action
Range: Long (400 feet + 40 feet/level)
Target: One creature or object (see text)
Area: 20-foot-radius spread from target (see text)
Duration: Instantaneous
Saving Throw: None or Reflex half (see text)
Spell Resistance: Yes
Meteorite evokes a piece of celestial matter and rains it down upon a foe. When you
cast it, the meteorite appears as high above the target as the immediate
environment allows (raining down from the sky if no ceiling). The mundane
meteorite streaks down with an orange glow, leaving a visible tail and audible
thunder in its wake. Make a ranged touch attack to strike the target with the
meteorite. Any creature struck by the meteorite receives no saving throw and takes
18d6 points of impact damage. If a targeted meteorite misses its target, it simply
explodes at that point. Once a meteorite strikes, it explodes in a 20-foot-radius
spread (similar to a fireballs) that deals 8d6 points of fire damage to each creature
in the area (Reflex save for half damage).

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