Astrology Sphere

Incantations of the astrology sphere draw their magic from the sun, the moon, and the stars. These incantations use that magic to channel a number of effects that imitate the heavenly bodies with an accuracy that other magic usually cannot achieve.

Astral Aptitude
Astrology
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You think of the stars, concentrating
for a moment to craft a perfect
map of the heavenly bodies in
your mind. Then, the secrets that
they hold become clearer to you.
When you are in this incantation,
you gain an insight bonus equal to
your channeler level to Knowledge
(arcana), Knowledge (the planes),
and Use Magic Device checks
related to the heavenly bodies.
You only gain this bonus on Use
Magic Device checks if the magic
item has a spell from the Moon or
Sun domains or with the darkness
or light descriptor as one of its
requirements.
Astral Gate
Astrology
Difficulty Class: 10
Channeling Time: 1 standard
action
Range: 10 ft.
Effect: One gate
Duration: 1 round
You concentrate your bond to the
Astral Plane, holding the endless
silver expanse in your thoughts.
You then draw a circle in the air,
which forms a circular, silver
gate.
You channel a gate from the
Astral Plane, similar to a color
pool, except that it can only
teleport you to another place on
the plane you’re currently in.
The gate is large enough to allow
passage for one Medium creature
at a time, and leads to an area
within range that you designate.
You always arrive at the exact
spot desired—whether by simply
visualizing the area or by stating
direction, such as “30 feet
forward” for “60 feet downward”.
Each creature that passes through
the gate can bring along objects
as long as their weight doesn’t
exceed your maximum load.
If you designate an area that is
already occupied by a solid body,
this incantation simply fails.
Enhance: For every 2 points by
which you increase the DC, the
gate lasts for 1 additional round.
The number of rounds may not
exceed your channeling ability
modifier, however.
For every 2 points by which
you increase the DC, the gate’s
size increases by 1 size category.
For every 5 points by which
you increase the DC, the range is
multiplied by 10.
If you increase the DC by 10,
you can designate a place in the
Astral Plane as the destination.
Astral Travel
Astrology
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 10 ft.
Target: You
Duration: Instantaneous
You shortly shift to the Astral
Plane, almost too fast to sense.
When you return from the Astral
Plane, you find yourself in another
spot.
You instantly teleport yourself
to an area within the range of this
incantation. You always arrive at
the exact spot desired—whether
by simply visualizing the area
or by stating direction, such as
“30 feet forward” for “60 feet
downward”. You can bring along
objects as long as their weight
doesn’t exceed your maximum
load.
If you arrive in a place that is
already occupied by a solid body,
you take 1d6 points of damage and
are shunted to an open space that
is nearest to the designated area.
If there are multiple open areas
equally close to the occupied area,
randomly determine to which area
you are shunted.
Enhance: For every 2 points by
which you increase the DC, you
may bring along one additional
Medium or smaller creature. For
the purpose of this incantation,
a Large creature counts as two
Medium creatures, a Huge
creature counts as two Large
creatures, and so forth.
For every 5 points by which
you increase the DC, the range is
multiplied by 10.
If you increase the DC by 10,
you may designate an area in the
Astral Plane as your destination.
Comet Call
Astrology [Cold]
Difficulty Class: 15
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
(see text)
You point to the skies, and the
clouds are torn apart by a falling
sphere of ice. The comet traces
your hand’s gestures, before
crashing down straight into an
opponent.
You summon a comet from the
skies that crashes down into your
foes. The comet deals 5d6 points
of damage. One-half of this
damage is bludgeoning damage;
the other half is cold damage.
Additionally, the target must
make a Fortitude save or be
knocked prone by the comet.
After the comet has crashed
down, the area in which it crashed
is considered to be covered with
dense rubble. It costs 2 squares
of movement to enter a square
with dense rubble. The DC of
Balance and Tumble checks on
dense rubble increases by 5, and
the DC of Move Silently checks
increases by 2.
You can only channel this
incantation if you are outdoors.
Enhance: For every 2 points by
which you increase the DC, this
incantation deals an additional
1d6 points of damage.
If you increase the DC by 4
points, this incantation affects
all creatures in an area of a 5-ft.
radius burst, rather than a target
of one creature.
If you increase the DC by 4,
you may channel this incantation
indoors.
Constellation
Astrology
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 60 ft.
Targets: Creatures or objects in a
15-ft. radius spread
Duration: Aura
Saving Throw: Will negates (see
text)
You point your finger to each
creature or object in the area.
As you do so, wispy trails of
light trace between the targets,
linking them in a constellation-like figure.
You link the creatures or objects
in the area in a constellation,
forcing them all to move each
time one of them moves. When
you channel this incantation, you
must choose whether to affect
creatures or objects with this
incantation (you may not affect
both creatures and objects with
this incantation).
Each time one of the creatures
or objects affected moves 5 feet
or more, each other creature or
object must make a Will save or
move the same distance in the
same direction. If a creature makes
the saving throw, it is no longer
affected by this incantation. If a
creature or object can’t move like
it’s supposed to (such as when a
space is occupied by a stone wall
or equally impassable obstacle), it
is immediately no longer affected
by this incantation.
You may affect a number of
creatures or objects equal to your
channeling ability modifier with
this incantation. If that number
is lower than the number of
creatures or objects in the area,
you must choose which creatures
or objects to affect.
Enhance: If you increase the
DC by 4, each creature may only
make a Will save once per round.
If you increase the DC by 4, a
creature that successfully saves
against this incantation needn’t
move on that occasion, but is still
affected by this incantation for
other movements.
Control Light
Astrology [Light]
Difficulty Class: 3
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One source of light
Duration: Aura
Saving Throw: None
You focus on the light, and imagine
the heavenly bodies to control its
light; a thought of a star makes
the light dim, while a thought of
the sun makes it brighter than it
could shine on its own.
You can control the illumination
of a source of light. You can
increase or decrease its bright and
shadowy illumination by 10 feet
each for every point of channeling
ability modifier you have. You
can only control mundane lights
with this incantation.
Enhance: For every point by
which you increase the DC, you
may control an additional source
of light.
If you increase the DC by 4,
you can affect magical lights with
this incantation if you make an
opposed check with the creature
that made the effect. It uses its
caster level or manifester level,
and you use your channeler level.
If the light is an innate quality of
the creature, you may not attempt
to control its light.
Darkness
Astrology
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 10-ft. radius spread
Duration: Aura
You close your eyes and take the
area to mind, slowly darkening it
in your thoughts. When you open
your eyes, the area has become
darkened in reality as well.
For as long as you concentrate
on this incantation, the area
radiates a shadowy illumination.
All creatures in the area gain
concealment (20% miss chance).
Even creatures that can normally
see in such conditions (such as
with darkvision and low-light
vision) have the miss chance in an
area shrouded by this incantation.
Normal lights (torches, candles,
lanterns, and so forth) are
incapable of brightening the area.
Magical lights may brighten the
area if the creature who created
the effect makes on opposed check
with you. It uses its caster level or
manifester level (as appropriate),
and you use your channeler level
for this check.
Enhance: For every 3 points
by which you increase the DC,
the miss chance increases by 10%
(up to a maximum of 50%).
For every 2 points by which you
increase the DC, the area’s radius
increases by 5 feet.
Ectoplasm
Astrology
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 0 ft.
Effect: Ectoplasm (see text)
Duration: Aura
You reach into the Astral Plane,
and grasp some of its essence,
shaping it into malleable, but
stable ectoplasm.
You take some ectoplasm out
of the Astral Plane, so that you
can shape it. You can make the
ectoplasm cover your whole body
as a move action, granting you
a +2 armor bonus to AC. This
armor bonus does not confer a
spell failure chance, nor does it
incur an armor check penalty.
As long as you gain this armor
bonus, you gain a +5 bonus to
Disguise checks to disguise
yourself as an astral construct,
and you do not gain any penalties
for disguising yourself as another
type of creature. You may take
the ectoplasm off your body as a
move action.
You can also attempt to shape
the ectoplasm into a single
object. To do so, you must make
a channeling check against the
Craft DC to make such an object
as a standard action. If successful,
you shape the ectoplasm into the
desired object. You may not shape
the ectoplasm into a weapon, as
it is too malleable to be used as
a weapon. You may reshape the
ectoplasm as a standard action.
Enhance: For every 2 points
by which you increase the DC,
the armor bonus increases by 1.
The armor bonus may not exceed
your channeling ability modifier,
however.
Gravity Float
Astrology
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One Medium or smaller
creature
Duration: Aura
Saving Throw: Fortitude negates
You clench your fist in the direction
of your target. Then, you gently
raise your fist and observe your
foe’s expression as he begins to
float a few feet off the ground.
You hold the target suspended
in the air, although it can move
inside some restrictions (see
below). The target floats in the air
up to a height of a number of feet
equal to your channeling ability
modifier. The creature does not,
however, gain a bonus on attack
rolls for being on higher ground if
it floats higher than 5 feet.
A floating creature that attacks
with a melee or ranged weapon
finds itself increasingly unstable;
the first attack has a -1 penalty on
attack rolls, the second -2, and so
on, to a maximum penalty that is
equal to your channeling ability
modifier. A full round spent
stabilizing allows the creature to
begin again at -1.
Enhance: For every 2 points by
which you increase the DC, you
may target a creature of one size
category larger than Medium.
For every 4 points by which
you increase the DC, you may
affect one additional target with
this incantation.
Gravity Pull
Astrology
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One Medium or smaller
creature
Duration: Aura
Saving Throw: Fortitude negates
You clench your fist in the direction
of your target. Then, you gently
lower it and observe your foe’s
expression as he attempts to take
to the sky, but can’t.
You hold the target firmly on the
ground, although it may attempt
to leave the ground. The target
must make a Fortitude save each
round it attempts to fly or is flying
to remain airborne. If it fails its
save, it immediately falls 30 feet.
If it hits the ground because of
this drop, it takes falling damage
accordingly. If the target attempts
to make a Jump check, it must
also make a Fortitude save to be
able to make the check. If it fails
the check by more than 5, it falls
prone.
Enhance: For every 2 points by
which you increase the DC, you
may target a creature of one size
category larger than Medium.
For every 4 points by which
you increase the DC, you may
affect one additional target with
this incantation.
Invisibility
Astrology
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Like the sun vanishes when it is
blocked by the moon, so do you
suddenly disappear from sight, as
if you were never there.
You become invisible, vanishing
from sight, even from darkvision.
If you are carrying gear, that
vanishes, too.
Items dropped or put down
by you become visible; items
picked up disappear if tucked
into the clothing or pouches worn
by you. Light, however, never
becomes invisible, although a
source of light can become so
(thus, the effect is that of a light
with no visible source). Any part
of an item that you carry but that
extends more than 10 feet from
you becomes visible.
Of course, you are not magically
silenced, and certain other
conditions can render the recipient
detectable (such as stepping in
a puddle). The incantation ends
if you attack any creature. For
purposes of this incantation, an
attack includes any spell targeting
a foe or whose area or effect
includes a foe. (Exactly who is a
foe depends on your perceptions.)
Actions directed at unattended
objects do not break the spell.
Causing harm indirectly is not
an attack. If you attack directly,
however, you immediately
become visible along with all of
your gear. Spells such as bless
that specifically affect allies but
not foes are not attacks for this
purpose, even when they include
foes in their area.
Enhance: If you increase the
DC by 2, you may affect another
creature with this incantation.
The range changes to touch, and
the target changes to creature
touched. For every additional 3
points by which you increase the
DC, you may affect one additional
creature.
If you increase the DC by 6,
you may remain invisible even if
you attack.
Lunar Flash
Astrology [Light]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
A: 10-ft. radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
For a moment, your hand glows
with a pale silver light. Then,
you point your open hand to the
area you want to affect, and the
area erupts in a blinding flash of
moonlight.
You cause a blinding flash
of moonlight in the area. Each
creature in the area must make a
Fortitude save or be dazzled for
a number of rounds equal to your
channeler level.
While the flash is too short
for lycanthropes to change their
shape as if they were under a full
moon, it does disorient them. If
they fail the Fortitude save, they
are confused for 1 round as well.
Enhance: For every 2 points by
which you increase the DC, the
area’s radius increases by 5 feet.
If you increase the DC by 6, each
creature in the area must make a
Fortitude save or be blinded for a
number of rounds equal to your
channeler level.
Meteor Call
Astrology [Fire]
Difficulty Class: 15
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
(see text)
You point to the skies, and the
clouds are torn apart by a falling
sphere of fire. The meteor traces
your hand’s gestures, before
crashing down straight into an
opponent.
You summon a meteor from
the skies that crashes down into
your foes. The comet deals 5d6
points of damage. One-half of this
damage is bludgeoning damage;
the other half is fire damage.
Additionally, the target must
make a Fortitude save or be
knocked prone by the comet.
After the meteor has crashed
down, the area in which it crashed
is considered to be covered with
dense rubble. It costs 2 squares
of movement to enter a square
with dense rubble. The DC of
Balance and Tumble checks on
dense rubble increases by 5, and
the DC of Move Silently checks
increases by 2.
You can only channel this
incantation if you are outdoors.
Enhance: For every 2 points by
which you increase the DC, this
incantation deals an additional
1d6 points of damage.
If you increase the DC by 4
points, this incantation affects
all creatures in an area of a 5-ft.
radius burst, rather than a target
of one creature.
If you increase the DC by 4,
you may channel this incantation
indoors.
Moonlight
Astrology [Light]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 10-ft. spread
Duration: Aura
Saving Throw: None
You remember the moon, and
raise your hand as if you were
pointing at the moon. Then, the
area becomes illuminated by a
silver glow, reminiscent of the
moon.
The area radiates bright
illumination, and radiates dim
illumination for an additional
distance that is equal to the radius
of the actual area.
Enhance: For every 2 points by
which you increase the DC, the
area’s radius increases by 5 feet.
If you increase the DC by 4,
the light is treated as if it were
actual moonlight, and affects
lycanthropes as if they were under
a full moon. Other creatures that
are affected by the moon are also
affected as if they were under the
moon.
Silver Cord
Astrology
Difficulty Class: 17
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: Will negates;
Fortitude negates (see text)
You reach into the Astral Plane
and grasp your foe’s silver cord;
that which ties its soul to its body.
You then attach it to its corporeal
body, where it is vulnerable.
You take the target’s silver
cord and attach it to his corporeal
body, so that it can be attacked by
anyone on the plane that you are
on. The silver cord has an AC of
10 + the creature’s HD and that
number of hit points. If the silver
cord is severed by successfully
attacking it, the creature must
make a Fortitude save or die.
Creatures whose body and soul
form one unit, such as outsiders
and elementals, are not affected
by this incantation.
Solar Flash
Astrology [Light]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
A: 10-ft. radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
For a moment, your hand glows
with a pale golden light. Then,
you point your open hand to the
area you want to affect, and the
area erupts in a blinding flash of
sunlight.
You cause a blinding flash of
sunlight in the area. Each creature
in the area must make a Fortitude
save or be dazzled for a number
of rounds equal to your channeler
level.
While the flash is too short to
cause creatures with vulnerability
to sunlight any extra harm, they
do suffer a -4 penalty to their
Fortitude save.
Enhance: For every 2 points by
which you increase the DC, the
area’s radius increases by 5 feet.
If you increase the DC by 6, each
creature in the area must make a
Fortitude save or be blinded for a
number of rounds equal to your
channeler level.
Stardust
Astrology [Light]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Area: Creatures and objects
within a 10-ft. spread
Duration: 1 round/level
Saving Throw: Fortitude partial
(see Enhance)
Small motes, each as bright as a
star in its own right, spring into
appearance in the area, and cover
everything in the area.
Motes of light cover everything
in the area, visibly outlining
invisible creatures and objects for
the duration of the incantation. All
within the area are covered by the
motes, which cannot be removed
and continue to shine until it
fades. However, if a creature or
object becomes invisible after
you channel this incantation, this
effect is negated.
Any creature covered by the
motes takes a -40 penalty to Hide
checks.
Enhance: If you increase the
DC by 2, the motes become so
bright that creatures covered by
the motes must make a Fortitude
save to avoid being dazzled. The
creature remains dazzled for the
duration of the incantation.
If you increase the DC by 6, the
motes become unbearably bright.
Creatures covered by the motes
must make a Fortitude save to
avoid being blinded. The creature
remains blinded for the duration
of the incantation.
If you increase the DC by 4, this
incantation remains functioning
on a creature or object regardless
of whether it turns invisible.
Sunlight
Astrology [Light]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 10-ft. spread
Duration: Aura
Saving Throw: None
You remember the sun, and raise
your hand as if you were pointing
at the sun. Then, the area becomes
illuminated by a golden glow,
reminiscent of the sun.
The area radiates bright
illumination, and radiates dim
illumination for an additional
distance that is equal to the radius
of the actual area.
Enhance: For every 2 points by
which you increase the DC, the
area’s radius increases by 5 feet.
If you increase the DC by 4, the
light is treated as if it were actual
sunlight, and affects creatures that
are vulnerable to sunlight, such as
creatures with light sensitivity, as
such.
Timelessness
Astrology
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 day
A thin, silvery film covers your
body for a short while, before
fusing with your own skin.
Strangely, your body feels as if
you were on the Astral Plane.
You cover your body with
the essence of the Astral Plane,
something that is somewhat
similar to ectoplasm and
quintessence. While you are
affected by this incantation, you
are treated as if you were on the
Astral Plane. Age, hunger, thirst,
and natural healing don’t function
while you are affected by this
incantation, though they resume
when this incantation ends. When
this incantation ends, you may
not be affected by this incantation
again for 24 hours.
Enhance: For every 4 points by
which you increase the DC, you
may affect an additional target.
If you enhance this incantation
in this way, the range changes to
touch and the target changes to
creatures touched.
If you increase the DC by 4,
natural healing functions as usual
while you are affected by this
incantation.
If you increase the DC by 6,
poison and disease don’t function
while you are affected by this
incantation.

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