Astral Magic
By Kevin Gates & Adam A Thompson
Astral Magic is a new way for spellcasters to gain access to metamagic-like abilities. Through study of the mystical properties of the stars and constellations spellcasters are able to modify the warp and weft of their spells, increasing their power, changing their shape, changing their range, and modifying them in other ways.
Astral Magic
Recorded in the pages of the grimoireConstelation Magic by the sage Gevestikan are the secrets of using the power of the stars to modify spells.
A character who finds one of the rare copies of this tome gains access to a new knowledge skill – Astronomy. Reading the tome makes knowledge (Astronomy) a class skill and gives the reader a +2 competence bonus in the skill. Fully studying the tome takes a total of 24 hours of reading.
A character with ranks in Knowledge (Astronomy) has 3 uses of star magic per day. You make a Knowledge (Astronomy) check to successfully invoke the stars you know. Using Star Magic is a move action.
Stars
Rigel – on a DC 20 check, the damage rolled for the next spell you cast cannot be less than 50% of the possible damage. On a DC 25 check, it can’t be less than 75%, and on a DC 35 check, it’s maximized.
Izar – a DC 20 check lets you cast an area spell that excludes one
ally within the area of effect. A DC25 lets you exclude 2 allies. A DC 35
check lets you exclude all allies within the area.
Altair – a DC 20 check lets you invoke Altair. When a spell requires concentration, invoking Altair allows the caster to instead concentrate as a swift
action for one round per three caster levels (minimum 1 round).
Alpheratz – Invoking Alpheratz lets you cast your next touch spell as a ranged spell at the following distances. DC 20: 15 feet. DC 25: 30 feet. DC 35: 60 feet.
Pollux – Invoking Pollux requires a DC 30 knowledge (Astronomy) check, and allows the next spell you cast to effect 1 additional target who is within 30 feet of all of the original targets. Spells with the target “self only” cannot be modified with this ability.
Optional Rules
By night under the open sky knowledge (Astronomy) checks are +2. Underground they are -4.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Variant Rules by Adam A. Thompson with no comments yet.
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