|
Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
This obscure branch of the magical arts is not native to the realms. Rather
it is brought to the lands by travelling Magi from worlds beyond the sky.
Celestial Magi are always impressive figures to behold, and attract attention
and respect wherever they visit. The Magi normally wear a deep blue robe,
marked with white stars on the back and chest, and trimmed and lined with
warm, soft white fur. When they are observed with a travelling companion, it
is usually a small, dragon-shaped creature, with soft white fur and sparkling,
translucent wings - reputed to be a familiar with mysterious powers.
Celestial Magic draws its power from the stars and planets in the sky. Upon
the surface of a world, the availability and effectiveness of the spells will
vary, depending on the location of the celestial sources. When the Mage is
travelling between the stars and is far from any planet, however, most of the
spells will operate normally.
When the Celestial Magi is on a planet, the condition of the sky will
modify the spell casting difficulty. Apply these modifiers to all Magic Skill
Rolls when casting a Celestial Magic spell:
Modifier Condition
-2 Underground, underwater, or in a heavy basement.
-2 Full Daylight obscures stars, or brilliant lighting.
-1 Overcast night, late dawn, or early dusk.
+1 Week of a quarter moon, or a small, full moon.
+2 Week of a new moon, or no moons in the sky.
+2 Mountain top, low air pressure, or outer space.
|
Celestial Magi travelling through space, far from any world, will receive a
maximum +4 bonus. Likewise, a Magi swimming underwater in broad daylight will
suffer a maximum -4 penalty.
The focus of all Celestial Magic spells is a lump of star metal - a piece
of a metallic meteorite - either in its natural form, or hammered into a
medallion or bracelet. Many spells of this college are difficult to master,
and are more exhausting to cast when indoors.
Unlike most colleges of magic, Celestial Magic spells do not require
incantations, allowing them to be cast even in an air-free environment. When
Celestial Magic spells are cast, they are accompanied by tiny, sparkling
particles that dance about the hands of the Mage. When casting in an
atmosphere, the dust emits faint, bell-like sounds as it swirls toward the
target area, then erupts with a faint popping sound.
Typical Disadvantages: Requires PRE-based (Magic) Skill Roll (-1/2),
Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage
must have at least 30 points in college spells (-3/4), (Conditions skill
modifier) (+0). Total: -2-3/4
|
To determine the location of the various planets and constellations, you
can either consult an astronomical reference for a particular year, or roll
for a random time interval in a the day. The length of time the entire
celestial sight will be in the sky is determined by several factors, including
the latitude, time of the year, and the declination of the object. To simplify
things, however, you could assume a base period of 12 hours per day, beginning
at a random hour. The player will need to keep a 24 hour record showing each
rise and set time for the objects that govern his spells.
Basic Spells
Bow of Sagittarius
The archer constellation enables the Magi to fire a magical arrow at a
target. Upon casting this spell, a faint, silvery bow appears in the hands of
the Magi, cocked and ready to be released. The magic arrow will appear ready
strung, then fly toward the target with great accuracy and force, even if the
Magi is unskilled with a bow. However, this spell will only function when
Sagittarius is above the horizon.
Power: 2d6 RKA magical arrow
Active Cost = 30 points.
Power: 15- w/ magical arrow
Modifiers: Linked to RKA (-1/2). Active Cost = 15 points.
Combined: Only when Sagittarius is in sky (-1/2), Requires PRE-based
(Magic) Skill Roll (-1/2), Gestures throughout (aim at target with bow, then
release arrow) (-1/4), OAF Star Metal, Unbreakable (-1), Character must have
at least 30 points in college spells (-3/4), Can be deflected like an arrow
(-1/4), Extra time - Full Phase (-1/2), (Conditions skill modifier) (+0).
END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 9.
|
Horn of Monoceros
By calling upon the powers of Monoceros the Unicorn, the Mage can dispel
any single magical effect of which he is aware. The magic is surrounded by a
silvery aura which gradually fades to dull grey as the power is neutralized.
Strong magic will be resistant to this spell, and the aura will merely grow a
pale white.
Power: 9d6 Dispel Magic
Modifiers: Any Single Magical Spell (+1/4); Only when Monoceros is in
the sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4),
OAF Star Metal, Unbreakable (-1), Mage must have at least 30 points in college
spells (-1). Active Cost = 34 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.
|
Scutum the Shield
When this spell is cast, a cloud of sparkling lights appears about the
Mage, protecting him against both normal and draining attacks from the front.
However, this spell will only function when the constellation Scutum appears
above the horizon, and is more exhausting to use while indoors.
Power: 6 DEF Force Field
Modifiers: Ablative (-1). Active Cost = 12 points.
Power: +10 Power Defense
Modifiers: Costs END (-1/2), Visible (-1/4), Linked to Force Field
(-1/2). Active Cost = 10 points.
Combined: Only when Scutum is in the sky (-1/2), Only versus attacks
from the front (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures
(-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must
have at least 20 points in college spells (-1/2), (Conditions skill modifier)
(+0).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.
|
College Spells
Allure of Venus
The planet Venus holds sway over the strong emotion of love and physical
attraction. The Mage can draw upon this power to influence others, gaining
their favor and compelling them to his command. However, this influence can
only be maintained during the daylight hours, or when Venus is a morning or
evening star. This spell is more exhausting to use while indoors.
Power: 8d6 Mind Control, Verbal Commands
Modifiers: Only when Venus is in sky (-1/2), Gestures (-1/4), OAF Star
Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30
points in college spells (-1/2), Side Effects (Target is angry with the Mage,
and has +10 Mental Defense and 4d6 Aid to EGO) (-1/2), (Conditions skill
modifier) (+0). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 10.
|
Ashes of the Phoenix
Like the Phoenix rising from the ashes, this spell allows the Magi to draw
upon the powers of the constellation to survive great heat and flame. However,
Phoenix better be above the horizon when this spell is cast, or the Magi will
only be fit for marshmallows. This spell is more exhausting to use while
indoors.
Power: 10 ED Force Field
Modifiers: Only versus heat and flame (-1). Active Cost = 10
points.
Power: Immune to Heat, Breathe Smoke
Modifiers: Linked to Force Field (-1/2), Costs END to use (-1/2).
Active Cost = 8 points.
Combined: Only when Phoenix is in sky (-1/2), Gestures (-1/4), OAF Star
Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 20
points in college spells (-1/2), (Conditions skill modifier) (+0).
END Cost: 2; Magic Roll: -2; Casting Time: 0 Phase.
Real Cost: 4.
|
Bobble
When travelling at great speeds through space, it is a wise Magi who
protects himself with this spell. A silvery barrier surrounds the Magi,
warding him against solid projectiles and high energy radiation. This barrier
provides no protection from the back side, however, although such attacks will
be rare when moving rapidly through space. This spell is more exhausting to
use while indoors.
Power: 10 PD, 2 ED Force Field
Modifiers: Hardened (+1/4). Active Cost = 18 points.
Power: 2d6 Energy Blast
Modifiers: Damage Shield (+1/2); Linked to Force Field (-1/2).
Active Cost = 17 points.
Combined: 1/2 END (+1/4); Not versus attacks from the rear hex (-1/2),
Gestures (-1/4), Requires PRE-based (Magic) Skill Roll (-1/2), OAF Star Metal,
Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 20 points in
college spells (-1), (Conditions skill modifier) (+0).
END Cost: 2; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.
|
Boots of Mercury
When the messenger of the gods is in the sky, the Mage is able to call upon
the powers of this planet to greatly increase his mobility. However, this
spell will only function during the daylight hours, or when Mercury is a
morning or evening star. This spell is more exhausting to use while
indoors.
Power: +20" Running
Modifiers: Only when Mercury is in sky (-1/2), Requires PRE-based
(Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1),
x2 END Indoors (-1/4), Mage must have at least 30 points in college spells
(-3/4), (Conditions skill modifier) (+0). Active Cost = 40 points.
END Cost: 1/5"; Magic Roll: -4; Casting Time: 1/2
Phase.
Real Cost: 9.
|
Borealis
With this spell, the body of the Celestial Mage becomes a shimmering,
insubstantial curtain, much like the northern lights. Those who peer into the
curtain will be able to perceive the enlarged face of the Mage. This spell
will only function outdoors, under a star-lit sky.
Power: Desolidification
Modifiers: Only outdoors on a clear night (-1), Not through solid
objects (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4),
OAF Star Metal, Unbreakable (-1), Mage must have at least 30 points in college
spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 40
points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 8.
|
Breath of Draco
The constellation of the dragon bestows upon the caster the ability to
exhale a plume of scorching flames. This fire is so intense that it will
function even in the icy depths of deep space. The effectiveness of the fire
is diminished, however, as the cone-shaped flames spread out from the
caster.
Power: 6d6 Energy Blast Versus ED
Modifiers: Area Effect (Cone) (+1), Personal Immunity (+1/4); Only when
Draco is in sky (-1/2), No Range (-1/2), No Knockback (-1/4), Reduced by Range
(-1/4), Gestures throughout (exhaling motions) (-1/4), OAF Star Metal,
Unbreakable (-1), Character must have at least 30 points in college spells
(-3/4), Not underwater or in heavy rain (-1/4), (Conditions skill modifier)
(+0). Active Cost = 67 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 Phase.
Real Cost: 14.
|
Column of Light
The Mage warps and focuses all the arriving illumination from a distant
star to produce a brilliant column of light in the target area. Those caught
within the beam will be blinded for several phases, and will be easy targets
for those located nearby in the darkness.
Power: 2d6 Flash to Sight Group
Modifiers: Continuous (+1), Explosion (+1/2); Requires PRE-based
(Magic) Skill Roll (-1/2), Gestures (-1/4), 1/2 DCV Concentrate Throughout
(-1/2), OAF Star Metal, Unbreakable (-1), Only when a star is visible (-1),
Mage must have at least 30 points in college spells (-3/4), Side Effects
(Light targeted on caster) (-1), (Conditions skill modifier) (+0). Active
Cost = 75 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 Phase.
Real Cost: 12.
|
Courage of Leo
Drawing from the courageous heart of the lion constellation, the Magi can
use this spell to boost the morale of his comrades when facing a difficult
task or foe. The raised spirits will persist for several hours. However, this
spell will cease to function once Leo slides below the horizon. This spell is
more exhausting to use while indoors.
Power: 2d6 Aid to EGO, maximum +20
Modifiers: Lose 5 active points per hour (+3/4), Ranged (+1/2); Only
when Leo is in sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2),
Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage
must have at least 30 points in college spells (-3/4), (Conditions skill
modifier) (+0). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 9.
|
Dancing Star Lights
Upon completing this spell, the mage will draw from the heavens a cluster
of brilliant, twinkling lights. These will surround the Mage, dancing in a
complex, whirling pattern about his body. Anybody who closes with the caster
will be struck by these lights, and suffer burns from the tiny points of star
matter. The lights also provide illumination for the Mage, although they will
almost certainly advertise his presence to any who may be observing from a
distance.
Power: 1d6+1 RKA versus ED
Modifiers: Damage Shield (+1/2); Reduced Penetration (-1/4). Active
Cost = 30 points.
Power: Images to Sight
Modifiers: 2" Radius (+1/4); Only to create dance of star lights (-1),
No Range (-1/2), Linked to RKA (-1/2). Active Cost = 12 points.
Combined: Requires PRE-based (Magic) Skill Roll (-1/2), Gestures
(-1/4), OAF Star Metal, Unbreakable (-1), Only when a star is visible (-1),
Mage must have at least 30 points in college spells (-3/4), (Conditions skill
modifier) (+0).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 8.
|
Dark Eye
When a Celestial Magi is deep in outer space, he can use this spell to
locate sources of great magic. Magical sites will emit a silvery twinkle as
the Magi sweeps his eyes across the sky. However, this spell will not function
in a planetary atmosphere, so identification of the exact source will have to
be performed by other means. Perception attempts within 8 thousand kilometers
are made without penalty. The PER is then modified by -2 for each doubling of
the range.
Power: Sense Magic, 360 Degrees, +40 Telescopic Sense
Modifiers: Only while in space (-1), Costs END to cast (-1/2), 0 DCV
Concentrate Throughout (-1), Requires PRE-based (Magic) Skill Roll (-1/2),
Gestures (-1/4), OAF Star Metal, Unbreakable (-1), Mage must have at least 40
points in college spells (-1), Extra Time - 1 Minute (-1-1/2). Active
Cost = 75 points.
END Cost: (7); Magic Roll: -7; Casting Time: 1
Minute.
Real Cost: 10.
|
Feast of Saturn
By calling upon the powers of the planet Saturn, the Mage can create a
bountiful feast that will feed up to thirty two individuals. The targets will
remain sated for a period of up to five hours, as long as Saturn remains in
the sky.
Power: Life Support, No need to eat or drink
Modifiers: Useable by 32 Others at Range (+2); Only when Saturn is in
sky (-1/2), Costs END to cast (-1/2), Single Charges lasting 5 hours (-1/4),
Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (Eat feast) (-1/4), OAF
Star Metal, Unbreakable (-1), Mage must have at least 20 points in college
spells (-1/2), Extra Time - 5 minutes (-2), (Conditions skill modifier) (+0).
Active Cost = 15 points.
END Cost: (1); Magic Roll: -1; Casting Time: 5
minutes.
Real Cost: 2.
|
Grasp of the Bear Star
By drawing his power from the constellations of the bear, the Mage is able
to grab and squeeze a target with considerable strength. However, Ursa Major
or Ursa Minor must be in the sky in order for this spell to function, so the
Mage will likely be unable to cast this spell while in the southern
hemisphere. The Mage must remain focused on his target while maintaining this
spell, so he is more vulnerable to attacks during that time. This spell is
more exhausting to use while indoors.
Power: 20 STR Telekinesis, No fine manipulation
Modifiers: Continuous (+1); Requires PRE-based (Magic) Skill Roll
(-1/2), Gestures (-1/4), 1/2 DCV Concentrate Throughout (-1/2), x2 END Indoors
(-1/4), OAF Star Metal, Unbreakable (-1), Only when Ursa Major is in the sky
(1/2 STR when only Ursa Minor is visible) (-1/2), Mage must have at least 30
points in college spells (-3/4), (Conditions skill modifier) (+0). Active
Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 13.
|
Herd of Bootes
The constellation of Bootes the Herdsman will bestow upon the Mage the
ability to safely approach and calm most domesticated animals. Regardless of
their demeanor with other beings, the beasts are likely to be friendly and
attentive to the Wizard.
Power: 6d6 Mind Control
Modifiers: Explosion (+1/2); Domesticated Animals Only (-2), Only when
Bootes is in sky (-1/2), No Range (-1/2), Requires PRE-based (Magic) Skill
Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), Mage must have
at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0).
Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 6.
|
Jovian Lightning Bolt
The Mage uses the magical energy from the Jovian planet to project a
powerful bolt of lightning, blasting a line of hexes with electricity. (When
this spell is used in space, a glowing beam of plasma is created.) If the bolt
strikes a metal or stone surface, however, it is immediately grounded. This
spell will only function when the planet Jupiter is in the sky, a period
lasting about half of each day. This spell is more exhausting to use while
indoors.
Power: 6d6 Energy Blast versus ED (Lightning)
Modifiers: Area Effect (7" Line) (+1); Only when Jupiter is in sky
(-1/2), No Range (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2),
Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage
must have at least 30 points in college spells (-3/4), Grounded by Metal,
Earth, or Stone along the path (-1/4), (Conditions skill modifier) (+0).
Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 12.
|
Light Travel
When the Magi needs to make a rapid journey between nearby worlds, this
spell will permit him to travel along a beam of light to the destination.
Before this can occur, however, the Magi must first find a means to fly beyond
the edge of the planetary atmosphere. Thereafter he will travel as a silvery
blur of light across the heavens.
The Mage will be well protected against the vacuum and cold of outer space,
even if he falls asleep or loses consciousness. However, he will need to renew
this spell in order to resume light travel. Once he has reached a breathable
atmosphere, this spell is cancelled.
Power: Life Support - No need to breathe, Safe in Vacuum/Intense
Cold
Modifiers: x2 Difficult to Dispel (+1/4), Persistent (+1/2). Active
Cost: 36 points.
Power: Faster-than-light travel, 1 LY/Year
Modifiers: Trigger (Reach vacuum) (+1/4), Linked to Life Support
(-1/2). Active Cost: 25 points.
Combined: Requires PRE-based (Magic) Skill Roll (-1/2), Gestures
(-1/4), 1/2 DCV Concentrate (-1/4), OAF Star Metal, Unbreakable (-1), Mage
must have at least 30 points in college spells (-3/4), (Conditions skill
modifier) (+0), Cancelled upon reaching breathable atmosphere (-1/4), Extra
Time - Full Phase (-1/2).
END Cost: (6); Magic Roll: -6; Casting Time: 1/2
phase.
Real Cost: 13.
|
Meteor Strike
Called from the sky by the will of the Magi, these fiery bolts hurtle down
and strike a terrible blow against foes in the target area. Each target must
be attacked separately, once the spell location is determined. The bolts
usually disintegrate on impact, often leaving only a bloody scar.
Power: 3d6 RKA
Modifiers: Area Effect (4" Radius, Nonselective Target) (+3/4);
Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal,
Unbreakable (-1), Only while outdoors (-1/2), Mage must have at least 30
points in college spells (-3/4), Extra Time - 1 Turn (-1), (Conditions skill
modifier) (+0). Active Cost = 79 points.
END Cost: 8; Magic Roll: -8; Casting Time: 1 Turn.
Real Cost: 16.
|
Night Children
By calling upon the spirit forces of deep space, the Celestial Mage can
weaken and exhaust his foes for a period lasting several minutes. However,
this spell has no effect on those creatures that normally stir only in the
night. This spell is more exhausting to cast when indoors.
Power: 3d6 END Drain
Modifiers: Recover 5/Minute (+1/4); Not against nocturnal creatures
(-1/4), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF
Star Metal (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in
college spells (-3/4), (Conditions skill modifier) (+0). Active Cost =
37 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 9.
|
Normal Gravity
This useful spell for star travellers allows the Magi, and those within his
immediate vicinity, to function normally on a high or low gravity world. This
spell will remain in effect for a full day, after which it will need to be
renewed.
Power: 15 STR Telekinesis
Modifiers: Area Effect (3" Radius) (+1), No Range (-1/2). Active
Cost = 55 points.
Power: 5" Flight
Modifiers: Linked to TK (-1/2). Active Cost = 10 points.
Combined: Single Continuous Charge lasting 1 day (+0), Persistent
(+1/2); Only to adjust surface gravity to normal (-1), Costs END to cast
(-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/2), OAF Star Metal,
Unbreakable (-1), Mage must have at least 30 points in college spells (-1),
Extra Time - 1 Turn (-1), (Conditions skill modifier) (+0).
END Cost: (6); Magic Roll: -6; Casting Time: 1 Turn.
Real Cost: 10.
|
Orion the Hunter
The prominent constellation of the hunter will help the Mage to sense the
location of a specific life form. However, this spell will only function when
Orion is above the horizon. This spell is more exhausting to use while
indoors.
Power: 8d6 Mind Scan
Modifiers: Only when Orion is in sky (-1/2), Requires PRE-based (Magic)
Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END
Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4),
(Conditions skill modifier) (+0). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 11.
|
Poison of Scorpio
Using the power of the scorpion constellation, the Magi can inflict a nasty
poison upon the target. Frequent use of this spell is frowned upon by many
members of the college, but many find it essential when travelling to alien
worlds where normal weapons can be inadequate. Unfortunately, the first toxin
is not always effective against a new alien life form, and the spell will need
to be varied several times until an effective poison is discovered. This spell
will only function when Scorpio is above the horizon, and is more exhausting
to use while indoors.
Power: 2d6 BODY Drain
Modifiers: Continuous (+1), Uncontrolled (+1/2); Only when Scorpio is
in sky (-1/2), 11- Activation roll until effective against target life form
(-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF
Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least
30 points in college spells (-3/4), (Conditions skill modifier) (+0).
Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 Phase.
Real Cost: 11.
|
Portent
Visitors to the night sky are usually a portent of some significant event
or a horrible fate that awaits the land. This spell allows the Celestial Mage
to read such signs and gain insight into their meaning. This spell is more
exhausting to use while indoors.
Power: Precognition
Modifiers: Only to gain a clue to the significance of a celestial event
(-1), 14- Activation Roll (-1/2), Gestures throughout (-1/2), OAF Star Metal,
Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in
college spells (-3/4), Side Effects (Failure gives a faulty meaning) (-1/2),
Extra Time - 5 Minutes (-2), (Conditions skill modifier) (+0). Active
Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 5 Minutes.
Real Cost: 5.
|
Purity of Virgo
By calling upon the purity of the virgin constellation, the Magi can rid
himself of all types of mundane chemical toxins, from noxious gases to
poisonous liquids. This spell costs relatively little energy to cast, allowing
the Magi to use it even when he is weak or exhausted. However, he must be able
to touch the target when the spell is cast, and it requires a full phase
before release. This spell will only function when Virgo is above the
horizon.
Power: 10d6 Dispel Poison
Modifiers: Any Chemical Poison (+1/4), 1/2 END (+1/4); Only when Virgo
is in the sky (-1/2), No Range (-1/2), Gestures (-1/4), Requires PRE-based
(Magic) Skill Roll (-1/2), OAF Star Metal, Unbreakable (-1), Character must
have at least 30 points in college spells (-3/4), Extra time - Full Phase
(-1/2), (Conditions skill modifier) (+0). Active Cost: 45 points.
END Cost: 2; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 9.
|
Ram of Aries
Drawing forth the power of the ram constellation, the Magi can use this
spell to produce a silvery ram of force. This hammer can be used to batter a
foe, or knock down a heavy barrier. However, this spell will only function
when the constellation Aries is in the sky. This spell is more exhausting to
use while indoors.
Power: 24 STR Telekinesis
Modifiers: Double Knockback (+3/4); Only when Pisces is in sky (-1/2),
Only to punch target (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2),
Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage
must have at least 30 points in college spells (-3/4), (Conditions skill
modifier) (+0). Active Cost: 63 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 13.
|
Scales of Pisces
The fish constellation will allow the Mage to function much as an aquatic
life form, allowing him to breathe underwater and greatly improving his
swimming ability. However, this spell will only function when Pisces is above
the horizon. If the constellation begins setting before the Mage has returned
to the surface, the Mage will experience increasing difficulty in breathing
underwater, until the spell finally breaks down an hour later. This spell is
more exhausting to use while indoors.
Power: +10" Swimming
Active Cost: 10 points.
Power: Life Support: Breathe underwater
Modifiers: Linked to Swimming (-1/2). Active Cost: 5 points.
Combined: Only when Pisces is in sky (-1/2), Requires PRE-based (Magic)
Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END
Indoors (-1/4), Mage must have at least 20 points in college spells
(-1/2), (Conditions skill modifier) (+0).
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 3.
|
Stellar Sight
By focusing his ocular abilities during a starry night, the Celestial Mage
is able to see as clearly as though it were still dusk. He can distinguish
objects clearly, but is unable to read normal text.
Power: +3 PER Ultraviolet Vision
Modifiers: Only in open star light (-1), Costs END to use (-1/2),
Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal,
Unbreakable (-1), Mage must have at least 20 points in college spells (-1/2),
(Conditions skill modifier) (+0). Active Cost = 11 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 2.
|
Strength of Hercules
Drawing his power from the constellation of Hercules, the Mage can greatly
increase the strength of the subject for a short time. This spell will only
function, however, when Hercules is above the horizon. This spell is more
exhausting to use while indoors.
Power: 2d6 Aid to STR, Maximum +20 STR
Modifiers: Lose 5/minute (+1/4); Only when Hercules is in the sky
(-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF
Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least
20 points in college spells (-1/2), (Conditions skill modifier) (+0).
Active Cost = 18 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.
|
Tail of the Comet
When this spell is cast, the target area is covered in a thick mist of
sparkling silver motes that block all sight beyond a few feet. Faint, high-
pitched voices, tinkling like chimes, can be heard in the mist. Those who
wander into the comet dust can be distracted by the eerie sounds and easily
lose their way. However, even a slight breeze is sufficient to clear away the
dust. This spell is more exhausting to use while indoors.
Power: Darkness to Normal Sight, 4" Radius
Active Cost: 40 points.
Power: Images to Sound
Modifiers: x4 Radius (4") (+1/2); Linked to Darkness (-1/2). Active
Cost: 20 points.
Combined: Requires PRE-based (Magic) Skill Roll (-1/2), Gestures
(-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must
have at least 30 points in college spells (-3/4), Dispelled by wind stronger
than 10 kph (-1/2), (Conditions skill modifier) (+0).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 13.
|
Warrior Arts of Mars
The power of the war planet will greatly sharpen and focus the martial
abilities of the Mage, allowing him to fight with tremendous skill. This spell
will only function when the planet Mars is in the sky, a period lasting about
half of each day.
Power: +4 w/ Hand-to-Hand
Modifiers: Only when Mars is in sky (-1/2), Costs END to use (-1/2),
Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal,
Unbreakable (-1), Mage must have at least 30 points in college spells (-3/4),
(Conditions skill modifier) (+0). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.
|
Water of Aquarius
By syphoning the liquid spirits from the water bearer constellation, the
Magi can use this spell to create a respectable quantity of water in even the
most barren location. This spell will function in a vacuum or atmosphere, but
not in a liquid or solid. In addition, this spell will only function when
Aquarius is above the horizon. This spell is more exhausting to use while
indoors.
Power: 2d6 Major Transform, Void into Water
Modifiers: Area Effect (Hex) (+1/2); Only when Aquarius is in sky
(-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures throughout
(-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must
have at least 30 points in college spells (-3/4), (Conditions skill modifier)
(+0). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 11.
|
Wings of Pegasus
With this spell, the constellation of the winged horse will provide the
Magi with the power of flight, provided he is riding a flightless animal. When
the spell is cast, the creature will appear to sprout faint wings before
taking flight. However, this spell will only function when Pegasus is above
the horizon, and it is more exhausting to use while indoors. Note that a mount
that has not been trained to fly will have a minimum base turn mode of 5" in
combat.
Power: 20" Flight (40" non-combat)
Modifiers: Useable by a Mount (+1/4); Only when Pegasus is in the sky
(-1/2), Only on a flightless animal (-1/4), Requires PRE-based (Magic) Skill
Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors
(-1/4), Mage must have at least 30 points in college spells (-3/4),
(Conditions skill modifier) (+0). Active Cost = 50 points.
END Cost: 1/5"; Magic Roll: -4; Casting Time: 1/2
Phase.
Real Cost: 11.
|
Unique Spells
Cardrin's Black Sphere
This little known terror from beyond the stars will eat any light that
enters its surface and draws matter towards its spherical surface with a
powerful force. Anything that reaches the center of this orb is dispatched to
an unknown place beyond this universe. The Celestial Wizard must be careful
that he is not drawn into this orb, less he suffer the same fate.
Power: Extradimensional Movement, 400kg - Mysterious Plane
Movement: Useable Against Others (+1), Ranged (+1/2), Area Effect (Hex)
(+1/2). Active Cost = 90 points.
Power: 20 STR Telekinesis
Modifiers: Area Effect (Explosion, Lose 5 STR per 2") (+3/4); Only to
pull toward center of Orb (-1/2), Linked to Extradimensional Move (-1/2).
Active Cost = 52 points.
Power: 2" Darkness to Sight Group
Modifiers: Linked to Extradimensional Move (-1/2). Active Cost =
30 points.
Combined: Costs END to Cast (-1/4), Not on Planetary Surface (-2),
Gestures (-1/4), 1/2 DCV Concentrate Throughout (-1/2), OAF Star Metal,
Unbreakable (-1), Mage must have at least 40 points in college spells (-1),
Extra Time - 1 Turn (-1), (Conditions skill modifier) (+0), Single Charge per
Stellar Orbit (-2).
END Cost: (17); Magic Roll: -17; Casting Time: 1
Turn.
Real Cost: 18.
|
Liang's Star Vessel
This powerful ritual allows the Celestial Mage to propel an entire vessel
to the stars, while providing minimal life support for those on board. The
spell will remain in effect for as long as the ship does not land. However,
the crew of the vessel will need to stock sufficient food and water for the
voyage, and constant control of the helm and sails will be required to
maintain the correct heading.
Power: Faster-than-Light Travel, 1 LY/day
Modifiers: Maneuver as if Sailing (+1/4). Active Cost = 175
points.
Power: Life Support: Vacuum/High Radiation, Breathing Self-
contained.
Modifiers: Area Effect (9" Radius) (+1); Linked to FTL Travel (-1/2).
Active Cost = 112 points.
Combined: Useable Against Others (400tn) (+4), 0 END Persistent (+1);
Dispel upon landfall (-1/4), Costs END to cast (-1/4), Gestures (-1/4), 0 DCV
Concentrate (-1/2), OAF Star Metal, Unbreakable (-1), Sailing Ship (-1), Mage
must have at least 40 points in college spells (-1), Extra Time - 1 Hour
(-2-1/2), (Conditions skill modifier) (+0).
END Cost: 16; Magic Roll: -16; Casting Time: 1 Hour.
Real Cost: 36.
|
Xorxes' Stellar Nova
Summoning primal matter from the core of a nearby star, the Celestial Magi
creates a devastating explosion of radiation. Those who view the blast will be
temporarily blinded by the brilliant flash of light. The Magi must be
especially careful to cast this spell correctly, or the nova will explode in
his location. In addition, if the Magi is more than twice the distance from
the star as the Earth is from the Sun, the END cost is greatly increased.
Power: 10d6 Energy Blast
Modifiers: Explosion (+1/2), Penetrating (+1/2). Active Cost =
100 points.
Power: 3d6 Flash to Sight
Modifiers: Explosion (lose 1d6 per 5") (+1), Personal Immunity (+1/4);
Linked to EB (-1/2). Active Cost = 67 points.
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Requires
PRE-based (Magic) Skill Roll (-1/2), OAF Star Metal, Unbreakable (-1), Mage
must have at least 40 points in college spells (-1), Side Effects (Target
caster instead) (-1), Increased END when far from star (increase END by the
whole number of Astronomical Units) (-1/4), Extra Time - 1 Turn (-1),
(Conditions skill modifier) (+0).
END Cost: 16; Magic Roll: -16; Casting Time: 1 Turn.
Real Cost: 26.
|
Spell Determination
To randomly determine the spells known to an adept of Celestial Magery, use
the tables of scholarly disciplines below. An experienced Celestial Mage will
commonly have several spells from a single primary discipline, plus a spell
each from the other disciplines.
| 2d6 | School of Worlds |
|
| 2-3 | Allure of Venus |
| 4-5 | Boots of Mercury |
| 6-7 | Feast of Saturn |
| 8-9 | Warrior Arts of Mars |
| 10-12 | Jovian Lightning Bolt |
|
| 2d6 | School of Stars |
|
| 2-4 | Column of Light |
| 5-6 | Dancing Star Lights |
| 7-10 | Stellar Sight |
| 11 | Portent |
| 12 | Xorxes' Stellar Nova |
|
| 2d6 | School of Space |
|
| 2-3 | Meteor Strike |
| 4-6 | Light Travel |
| 7-8 | Night Children |
| 9-10 | Tail of the Comet |
| 11-12 | Liang's Star Vessel |
|
| 2d6 | School of Legends |
|
| 2-3 | Breath of Draco |
| 4-6 | Ashes of the Phoenix |
| 7-10 | Strength of Hercules |
| 11-12 | Orion the Hunter |
|
| 2d6 | School of Equinox |
|
| 2-3 | Poison of Scorpio |
| 4-5 | Bow of Sagittarius |
| 6 | Courage of Leo |
| 7 | Scales of Pisces |
| 8 | Purity of Virgo |
| 9-10 | Water of Aquarius |
| 11-12 | Ram of Aries |
|
| 2d6 | School of Constellations |
|
| 2-3 | Grasp of the Bear Star |
| 4-5 | Borealis |
| 6 | Herd of Bootes |
| 7-8 | Scutum the Shield |
| 9-10 | Horn of Monoceros |
| 11-12 | Wings of Pegasus |
|
| 2d6 | School of Gravity |
|
| 2-5 | Dark Eye |
| 6-8 | Normal Gravity |
| 9-10 | Bobble |
| 11-12 | Cardrin's Black Sphere |
|
|