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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

When the spell absorbs 12 points of plasma damage per caster level (to a maximum of 120 points at 10th level). 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. it is discharged. However. Veil of Meteors Level 4 Casting Time: One action Range: Personal Target: You Duration: 10 minutes/level Saving Throw: None Spell Resistance: No . except the stony mass traces a red-hot streak through the air. Note: This spell also provides limited protection against pure fire or electricity damage. it takes 6 points of protection to prevent 3 points of fire damage.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. fire or electricity damage erodes twice the protection that plasma does. and it deals an additional 1d6 points of fire damage per die of regular damage dealt (maximum 5d6 plus 5d6 fire). For example.

the stones take up a circling orbit 1d3 feet from your body. a 7th-level caster with six stones can take up to 48 points of damage before her shield erodes completely. Once captured. Each stone has an AC of 18. Each stone can take up to 8 points of damage for you before disintegrating. Each stone leaves behind a trail of glowing light. as if it were a miniature streaking meteor.You conjure four tiny rough stones plus one additional stone for every three caster levels. Upon casting. Thus. Veil of Streaking Meteors Level 6 Casting Time: One action Range: Personal Target: You Duration: 10 minutes/level Saving Throw: None . The conjured stones always float in the air within 3 feet of you. a stone dissipates and may not be reactivated. This orrery of protection does not hinder touch attacks. until the spell’s duration expires. and the fireball-like explosion deals 4d6 points of fire damage to each creature in the 20-foot radius area. A creature struck by a ranged touch attack by a minor meteorite takes 12d6 points of impact damage. including stoneskin. 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. The stones offer their protection until expended. or unless each is grasped or netted to separate it from you. This effect stacks with similar effects produced by other spells. except that the evoked chunk of star-stuff is smaller. Each stone protects you against physical ranged and melee attacks by interposing itself between you and an attack.

Also: as a move-equivalent action. Each stone absorbs 8 points of physical (not energy) damage. . You may direct only one such stone of your veil in this fashion each round. you can direct one of your circling sentries to streak away from its protective circuit and attack a foe. it deals 6d6 points of damage.Spell Resistance: No As veil of meteors: Conjure stones = four +1 per 3 level. like stoneskin. 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 foe’s AC. Stacks with other protection spells.

Not subject to critical hits. sleep. flat-footed 19. Those hit by a molten elemental‘s slam attack must succeed on a Reflex save (DC 23) or catch fire. Int 6. SV Fort +15. Con 21. and also catch fire unless they succeed on a Reflex save. burn. Str 29. On a successful bull rush. and stunning. Will +5. Cha 11 Skills and Feats: Listen +14. AC 22 [–2 size. A burning creature can take a moveequivalent action to put out the flame. the elemental suffers a –4 penalty on attack and damage rolls. above. The flame burns for 1d4 rounds (see Catching on Fire in the DMG). Cleave. push. Creatures hitting a molten elemental with natural weapons or unarmed attacks take 2d8 points of damage. Spot +14. SQ Elemental. also apply to the elemental’s opposed Strength checks. . AL N. If an opponent is airborne or waterborne. a molten elemental also deals 2d6 points of fire damage to its opponent. Wis 11.) Push (Ex): A molten elemental can start a bull rush maneuver without provoking an attack of opportunity. Ref +8. SA Earth mastery. Atk +19/+14/+9 melee (2d10+13 plus 2d8 fire. Dex 16. +11 natural]. paralysis. touch 11. hp 152. The combat modifiers given in Earth Mastery. Elemental: Immune to poison. 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. Burn (Ex): A molten elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. damage reduction 10/+2. Great Cleave. (These modifiers are not included in the statistics block. molten slam). Speed 35 ft. Init +3.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. +3 Dex.

Also: you can use up to two move-equivalent actions each round to direct two stones. Any creature struck by the meteorite receives no saving throw and takes 18d6 points of impact damage. Each stone absorbs 8 points of physical (not energy) damage. Stacks with other protection spells. it explodes in a 20-foot-radius spread (similar to a fireball’s) that deals 8d6 points of fire damage to each creature in the area (Reflex save for half damage). dealing 4d6 points of fire damage to creatures in the area (Reflex save for half damage). . Make a ranged touch attack to strike the target with the meteorite. either at the same or different targets. 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. leaving a visible tail and audible thunder in its wake. the meteorite appears as high above the target as the immediate environment allows (raining down from the sky if no ceiling). if a stone penetrates your foe’s touch AC. like stoneskin. When you cast it. it simply explodes at that point. and immediately detonates in a 20-foot-radius spread. Once a meteorite strikes. Additionally. it deals 6d6 points of damage.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. If a targeted meteorite misses its target. The mundane meteorite streaks down with an orange glow.

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