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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. You 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 spell’s 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 foe’s 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 Elemental:

HD 16d8+80; hp 152;
Initiative: +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 elemental’s 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 elemental’s slam attack deals bludgeoning damage plus fire damage from the
elemental’s flaming body. Those hit by a molten elemental‘s 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 move-equivalent 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 foe’s 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 fireball’s) that deals 8d6 points of fire damage to each
creature in the area (Reflex save for half damage).

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