Starter Astral Spells
- Particles
1 action
S
30 feet
Instantaneous
-Few particles made of clumps of dust or stones appear in the air surrounding yourself, which upon your command will violently charge at the opponent. Make a ranged spell attack. On a hit, the target is dealt 1d20 bludgeoning damage.
- Star-Light
1 action
S
Self
Instantaneous
-From the caster, an immense amount of starlight appears which would be blinding to the eye if too close. Anyone in a radius of 30 feet must make a Constitution Saving Throw or be blinded for 1d6 rounds. If you roll a 5 or 6, the caster also deals the creatures who failed their Saving Throw 1d10 radiant damage. This damage is halved if the creatures succeeded on their Constitution Saving Throw.
- Small Nova
1 action
S
60 feet
Instantaneous
-A small ball of light appears in the caster's hands before they throw it at a position. Those in a radius of 30 feet where the ball is chosen to stop must make a Dexterity Saving Throw. The creatures take 2d6 radiant damage and 1d8 fire damage on a failed save, or half as much if they succeeded.
- Conjure Pisces
1 action
V, S
Self
12 hours
-You are granted the power to channel the constellation of Pisces. During the duration of the spell, you are granted the ability to breathe underwater and a swim speed equal to double your normal speed until the spell ends. The caster also retains their normal mode of respiration.
-This spell cannot be affected by runic symbols
- Conjure Sagittarius
1 action
V, S
Self
Concentration, up to 1 round
-You extend your hand to point at a target within range. With the power of the constellation of Sagittarius, you gain advantage on your first attack roll against the target; with a bonus equal to your spellcasting modifier being added to the attack roll and damage roll, provided that this spell hasn't ended.
-This spell cannot be affected by runic symbols
Magus Astral Spells
- Gravity Depulse
1 action
S
Self
See Text (Concentration)
-In a radius of 30 feet around the caster, the gravity shifts dramatically. The creatures in the radius are affected in a chosen way below by the caster for 2d4 rounds.
The gravity increases. All movement in this area is decreased by half with the exception of the caster. Each turn, all creatures (besides the caster) must make a Constitution Saving Throw or be Restrained for the duration of the spell.
The gravity decreases. All movement in this area is decreased by half with the exception of the caster. Each turn, all creatures (besides the caster) must make a Dexterity Saving Throw or be Prone in the air for the duration of the spell.
- Large Particles
1 action
S
60 feet
Instantaneous
-A few big particles made of clumps of dust, stone and metal surround yourself, which upon your command will violently charge after 2 targets. Make a ranged spell attack. On a hit, the target of either attack take 1d20 bludgeoning damage and 1d10 piercing damage.
- Atmospheric Waver
1 action
S
Self
Instantaneous
-In a radius of 60 feet, the caster changes the atmospheric layer around them only slightly, but it is enough. All creatures must make a Constitution Saving Throw or take 3d6 psychic damage and gain 1 level of exhaustion. On a success, a creature takes half of the psychic damage and no exhaustion.
- Self-Gravitation
1 bonus action
S
Self
1 minute
-You release yourself from the gravitational pull of the earth. You have a flight speed of 25 + 5 times your Charisma Modifier until the end of the spell's duration.
-This spell cannot be affected by runic symbols
- Conjure Leo
1 round
V, S
10 feet
1 hour
-Using the power of the constellation of Leo, you conjure into being a lion that looks like the midnight sky. This Lion has the same statistics of a lion, with the exception of the changes listed below:
-The Star Leo's Armor Class increases by 4.
-The Star Leo's Hit Points are Doubled.
-The Star Leo's Ability Scores increase by 3.
-The Star Leo's Proficiency Bonus increases by 2.
The Star Leo disappears in a puff of stardust when its HP is dropped to 0, when it is dismissed, or when the time on the spell runs out.
-This spell cannot be affected by runic symbols
- Conjure Libra
1 action
V, S
Self
1 minute (Concentration)
-Conjuring the power of the constellation of Libra, you perform a dance that lasts for one minute. During this dance, you add your Spellcasting Modifier to your Armor Class and Dexterity Saving Throws. While dancing, creatures that you choose within 40 feet that see you must succeed on a Wisdom Saving Throw at the start of each of their turns, or else they are charmed. If they succeed, they are immune to your dance for the remainder of the spell's duration. You must remain dancing, or else the spell ends.
-This spell cannot be affected by runic symbols
- Conjure Scorpio
1 action
V, S
Self
1 minute
-Conjuring the power of the constellation of Scorpio, you conjure a large scorpion tail on your back. You may use your bonus action to attack with this tail, making a melee spell attack against a target of your choice. If the attack hits, the target is dealt 1d10 piercing damage, and the target must make a DC: 13 Constitution Saving Throw. If they fail, they take 7d7 poison damage, or half as much if they succeed.
-This spell cannot be affected by runic symbols
Advanced Astral Spells
- Gravity Control
1 action
S
Self
See Text (Concentration)
-In a radius of 60 feet around yourself, the gravity becomes life-threatening. The creatures in the radius are affected in a chosen way below by you for 4d6 rounds.
The gravity increases dramatically. All movement in this area is decreased to 0 with the exception of yourself. Each turn, all creatures (besides yourself) must make a Constitution Saving Throw at a disadvantage or be Restrained for the duration of the spell. Either way, the targets take 2d10 bludgeoning damage.
The gravity decreases dramatically. All movement in this area is decreased to 0 with the exception of yourself. Each turn, all creatures (besides yourself) must make a Dexterity Saving Throw at a disadvantage or be Paralyzed in the air for the duration of the spell.
-This spell cannot be affected by runic symbols
- Huge Particles
1 action
S
120 feet
Instantaneous
-Few huge particles made of clumps of dust, stone, and metal surround the caster before sending them after 3 targets. Make a ranged spell attack. On a hit, the target takes 2d20 bludgeoning damage, 2d6 piercing damage, and 1d10 slashing damage.
- Meteor Shower
1 round
S
60 feet
See Text (Concentration)
-The caster points at an area which summon flaming stones that rain from the sky for 2d6*1d4 rounds in a radius of 60 feet. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is showered upon by these meteors, and it must make a Dexterity saving throw. It takes 2d20 bludgeoning damage and 3d8 fire damage on a failed save, or half as much damage on a successful one.
- Worm Hole
1 action
S
Touch
Instantaneous
-Roll 4d20*5 feet. You may teleport up to 5 enities using result's range as feet if you roll an odd number on a d6. If the result is in evens, you can move half of that result.
- Weather Forecast
1 round
V, S
Self
See Text
-Roll 1d10. This determines the effect on what you roll.
1-Nothing Happens
2-Small Tremor: Everyone in a radius of 100 feet rolls a Dexterity Saving Throw or be knocked prone.
3-Pelting Rain: Everyone in a radius of 100 feet rolls a Constitution Saving Throw or take 2d10 bludgeoning damage. The area is also considered difficult terrain for 1d4 rounds.
4-Drought: Everyone in a radius of 100 feet rolls a Constitution Saving Throw or takes 1d2 levels of exhaustion. Continue this for 1d4 rounds.
5-Blizzard: Everyone in a radius of 100 feet rolls a Constitution Saving Throw. Those who fail take 2d10 cold damage, or half as much on a success. This effect persists for 1d6 rounds, and everyone must make a new saving throw every round.
6-Lightning Bolt: Pick 1d6 targets in a radius of 100 feet. Those targets must make a Dexterity Saving Throw. Those who fail are struck for 4d12 points of lightning damage who fail, or half of that damage on a success.
7-Tornado: Those in a radius of 50 feet are pulled towards the center for 1d6 rounds. Everyone must succeed on a Strength Saving Throw or be pulled to the center and take 1d10*X where X is the number of objects and individuals sucked into the tornado.
8-Earthquake: Everyone in a radius of 200 feet rolls a Constitution Saving Throw. On a failed save, the target takes 5d20 bludgeoning damage and is knocked prone, or half as much damage on a success.
9-Wildfire: Everyone in a radius of 60 feet makes a Constitution Saving Throw. On a failed save, it takes 6d20 fire damage.
10-Apocalypse: Roll 2 more times on this table.
-This spell cannot be affected by runic symbols
- Conjure Gemini
1 action
V,S
Self
Concentration up to 1 hour
-Using the power of the constellation Gemini, you are able to summon a carbon copy of yourself. This clone rolls its initiative and is controlled by you.
-Your current HP is split in half with your clone.
-Your clone cannot cast astral spells on its own, but you may cast spells through it. In addition, it retains your weapons that you have on your body. If you the caster get downed before your clone or if your clone is reduced to 0 hitpoints, your clone disappears.
-This spell cannot be affected by runic symbols
- Conjure Virgo
1 action
V,S
Touch
Instantaneous
-Using the power of the constellation Virgo, your hands have the healing touch. Whoever you touch is healed for 5d10 plus your spellcasting modifier. The target also is removed of effects such as diseases, blindness, or deafness.
-This spell cannot be affected by runic symbols
- Conjure Taurus
1 action
V,S
Self
Concentration up to 10 minutes
-Using the power of the constellation Taurus, your body gains the strength and metabolism of that of a Bull's. While in effect, you gain a +4 Strength and Constitution Bonus, as well as an Extra Attack whenever you use the Attack Action.
-This spell cannot be affected by runic symbols
Master Astral Spells
- Black Hole
1 round
S
200 feet
1 minute (Concentration)
-This insidious spell creates a gravity well (black hole) at the target area. For each round that the caster concentrates on this spell, targets are pulled towards the center of the gravity well.
Each round on their turn, creatures within the spell radius of 300 feet (with the exception of the caster), must make a Dexterity Saving Throw, or be pulled 30 feet towards the center of the gravity well and lose their actions. (creatures pulled in this fashion do not provoke attacks of opportunity.) A successful save means the creature is only pulled 5 feet towards the center but may take actions as normal, though if they remain in the radius, they must make another save on their next round.
When they in the direct center of the Black Hole, they must make a Constitution Saving Throw or will deal 5d20 radiant damage to them. If they succeed, they hold on and take no damage.
Unlike a normal black hole, it does not make them cease to exist.
-This spell cannot be affected by runic symbols
- Starstrike
1 action
S
200 feet
Instantaneous
-The caster points at an area which summon flaming boulders that rain from the sky in a radius of 200 feet. Anyone in the vicinity of the Starstrike must make a Dexterity saving throw. They take 8d20 bludgeoning damage, 4d20 fire damage, and 2d20 radiant damage on a failed save, or half as much damage on a successful one.
- Gargantuan Particles
1 action
S
200 feet
Instantaneous
-Few humongous particles made of clumps of dust, stone, metal, and chucks of stars surround the caster before sending them after 4 targets. Make a ranged spell attack. On a hit, the target takes 3d20 bludgeoning damage, 2d10 piercing damage, 2d8 slashing damage, and 1d10 fire damage.
- Atmospheric Pressure
5 minutes
S
Self
Instantaneous
-This ability is banned even for Astral Magi. The stories that revolve around this ability say that this ability could potentially create a tear in the atmosphere. Whoever casts this ability rolls 3d100. That is how much damage you do to everyone in your presence. The atmosphere also is permanently damaged because of this spell.
-You must spend 1 spell slot of each tier of Astral Spell Slots you have to cast this spell.
-This spell cannot be affected by runic symbols
- Conjure Ares
1 round
V,S
Self
24 hours
-Infused with the power of the constellation Ares, you gain the ability to transform into animals. You gain the Wild Shape class ability of that of a Druid of your level.
-This spell cannot be affected by runic symbols
- Conjure Cancer
1 action
V,S
Self
Concentration up to 1 hour
-Infused with the power of Cancer, your body hardens to withstand mighty blows. Your Armor Class is treated as being 15 plus your Spellcasting Ability Modifier and your Constitution.
-This spell cannot be affected by runic symbols
- Conjure Capricorn
1 round
V,S
Self
24 hours
-Infused with the power of Capricorn, your fists become enchanted with the might of the vast array of monastic traditions. You gain the Unarmed Strike ability of a Monk of your level. In addition, whatever weapon you hold is counted as a monk weapon.
-This spell cannot be affected by runic symbols
Godlike Astral Spells
- Colossal Particles
1 action
S
120 feet
Instantaneous
-An enormous amount of particles made of clumps of dust, stone, metal, chunks of stars, and small radiant lights surround the caster before sending them after 5 targets. Make a ranged spell attack. On a hit, the target takes 4d20 bludgeoning damage, 3d10 piercing damage, 3d8 slashing damage, 2d10 fire damage, and 1d8 radiant damage.
- Singularity
1 round
S
300 feet
2 minutes (Concentration)
-The caster summons the pinprick that is a literal black hole with a radius of 5d20*10 feet.
Everyone at the start of their turn must make a Dexterity Saving Throw or be drawn 2d20*5 feet to the event horizon of the black hole which causes you to lose your turn. Those who succeed are only drawn 2d10*5 feet towards the black hole.
Any creature starting its turn within a black hole's event horizon must make a Constitution Saving Throw or be sucked up into the black hole and have their atoms slowly ripped apart (You have 3 rounds to escape the Singularity or die). This is not a death effect, but a complete annihilation that cannot be protected against by anything. A creature that successfully saves instead takes 10d20+15d10 points of damage. Any item within the area must also save against complete destruction every round.
When the spell ends, the black hole explodes with a wave of Astral Energy. Everyone makes a Constitution Saving Throw. Those who fail take 10d20 points of damage, or half as much if you succeed.
-You must spend 1 spell slot of each tier of Astral Spell Slots you have to cast this spell.
- Supernova
1 round
S
300 feet
1 minute (Concentration)
-The caster summons that of a star to the field with immense heat and light. When the supernova is summoned, all creatures in a range of 100 feet must make a Constitution Saving Throw at a disadvantage. Those who fail become blinded for 1d6 days. Those who succeed manage to only be blind for 10d6 minutes. At the start of every creature's turn, they must make a Constitution Saving Throw. If they fail, they take 10d12 points of fire damage and 10d20 points of radiant damage, or half as much if they succeed.
This spell also eliminates any Darkness in the area, even if it is magical.
-You must spend 1 spell slot of each tier of Astral Spell Slots you have to cast this spell.
-This spell cannot be affected by runic symbols
Deity Astral Spells
- Planetary Creation
10 minutes
S
50 million miles
Instantaneous
-The caster can create and control a planet. Whatever they do with the planet is up to them.
-This spell consumes every Astral Slot you have.
-This spell cannot be affected by runic symbols
- Conjure Aquarius
1 round
V,S
50 million miles
Instantaneous
-With the power of the constellation of Aquarius, you create any amount of water as you please. What you do with this water is up to you.
-This spell consumes every Astral Slot you have.