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Astromancy

"Oh f*ck." - Liz of Desolation  


Shooting Star

Astromancy Cantrip (V,S,M a piece of skyshard worth 1GP) 

One action, instantaneous 

Range: 90 feet 

Make a ranged spell attack roll against a creature in range. On a hit, that creature takes 1d4 force damage and must make a constitution saving throw or become blinded for one minute. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). You must cast this spell under an open sky. 

Skyborn 

First-Level Astromancy (V,S,M a piece of skyshard worth 10GP) 

Range: touch 

One action, Concentration, one hour. 

The sky is your ground. For the spells duration, you may walk on the ceiling of a building as if it were the ground. Additionally, you may use an action to float harmlessly up the ceiling. You must cast this spell under an open sky. 

Crystalline Ward 

Second-level Astromancy (V,S,M a piece of skyshard worth 20GP)

Range: 30 feet. 

One action, Concentration, one minute. 

Pick a creature in range, that creature adds 5 to its AC and constitution saving throws. It’s speed becomes zero, and it cannot make attacks of opportunity. An unwilling creature must make an intelligence saving throw, or suffer the effects. You must cast this spell under an open sky.

Starfall 

Third-Level Astromancy (V,S,M A piece of skyshard worth 30GP) 

Range: 500 feet. 

One action, instantaneous. 

The tiniest sliver of the sky plummets to the ground, exploding in a burst of aquamarine light and razor shards. Pick a point within range, all creatures within 20 feet must make a dexterity saving throw or take 6d6 force damage and become blinded for one minute. You must cast this spell under an open sky. 

Mirrored Gaze

Fourth-Level Astromancy (V,S,M A piece of skyshard worth 90GP) 

Range: 30 feet. 

One action, instantaneous 

You meet the eyes of a creature, shunting part of it elsewhere. A creature must make an intelligence saving throw or be stunned for a minute. A creature has disadvantage on this check if it has the Multiple Heads rule. A creature can repeat the save at the end of each round. A creature that fails the save is also blinded for one minute. You must cast this spell under an open sky. 

Misdirected Ascension 

Fifth-Level Astromancy (V,S,M A peice of Skyshard worth 10GP for each hit die of the creature.) 

Range: 120 feet 

One reaction (when a creature dies), instantaneous 

You utter a profane word of power, and crystal glyphs sear the body of the fallen. That creature is refracted instead of killed. You must cast this spell under an open sky. 

Sky Sight 

Sixth-Level Astromancy (V,S,M A piece of Skyshard worth 150GP.) 

Range: 1 mile. 

One action, one minute. 

You gain the view of the stars or sun, gaining a view of the world as from the heavens. You cannot resolve details, but can see a map-like view. You must cast this spell under an open sky. 

Crystalline Brilliance 

Seventh-Level Astromancy (V,S,M A piece of skyshard worth 300GP, which the spell consumes.) 

Range: 30 feet. 

One action, instantaneous 

All creatures of your choice within range become blinded for one hour. You must cast this spell under an open sky. 

Refract Essence

Eighth-Level Astromancy. (V,S,M A piece of Skyshard worth 750GP) 

Range: 20 feet. 

One action, instantaneous. 

Pick a creature within range. That creature must make an intelligence saving throw or become refracted. You must cast this spell under an open sky. 

Sky of Falling Stars 

Ninth-Level Astromancy (V,S,M A piece of Skyshard worth 1000 gold, which the spell consumes.) 

Range: 1 miles. 

One action, instantaneous. 

The sky darkens, becoming a cloudless night. There is a moment of peace, as a whistling sound is heard. Then the sky falls. Choose any number of creatures within range that you can see. Those creatures must make a dexterity saving throw or take 12d6 force damage, half on a success, and become blinded for one minute. Alternatively, you may hold concentration on the spell for an additional round, and use your action on the turn after you cast the spell to pick any number of creatures within range. Each creature must make a dexterity saving throw, or take 12d6 force damage, half on a success, and become blinded for one minute. You must cast this spell under an open sky.

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