The prediction of the destinations of the stars and other celestial bodies is the demesne of the legendary crafters of the skies, the Phantasian Astromancers. Although stripped of most of the awesome power of their Archaean ancestors, Phantasians can still command potent sorcery. The main advantage, and disadvantage, of this tradition of magic is that the caster’s power waxes and wanes with the alignment of various starry objects, forces, fields and planes.

“Astromancy is the art of acknowledging that all our actions, all the states of matter & mind, are mere sidereal effects of the motions of the universe. We are but microscopic springs in the great clockwork of the Omniverse. ”

—Theodomius Parakelcianis, Phantasian Astronavigationist

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Phantasians

The Phantasian Astromancer is finely attuned to the movements, concordances and intersections of numerous celestial phenomena in the skies of Talislanta, but his knowledge falters at the edges of  the Forgotten Age. Astromancers are subject to these potent worldly essences but cannot master them, and so the power they tap into is a very fickle one.

SPECIAL ABILITIES

So finely-attuned are Phantasians to the esoteries of the universe around them that they can detect and analyze magical emanations, auras and plasms at a glance. The Phantasian makes a MR roll on the Action Table. A full success allows him to learn the tradition, spell level range (1-10, 11-20, 21-30, etc.) and spell type associated with the magic item, and a critical success allows him to know the exact level and who the caster may have been. This ability works at a range of 5′ and can be used many times per day on different items, but once a roll is failed it cannot be used on the same item again (the auras are too confusing). Races other than Phantasians can learn this ability at a cost of 10 XP only if they undertake the traditional rites of Astromantic spellcasting.

GREATER SPELLS
Beginning Astromancers can choose from the following Greater Spells at character creation: Augmentation, Conjuration, Divination, Glamouring, Illusion, Influence, Metamorphosis, Revealment, Levitation, Rejuvenation, Revealment, Shielding, Summoning, Warding. At the GM’s discretion, two of these choices may be traded for 1 secret spell, one-time only.

LESSER SPELLS
Astromancers can roll only once on the Lesser Spells chart at character creation. Phantasians are not keen on the petty and unpredictable spells of their ancestors, having suffered from their effects many a time.

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LIMITATIONS
In addition to the random perturbations listed in the tables below, Astromancers also require access to the skies above Talislanta to make full use of their magic. Astromancers are uncomfortable underground, in dungeons and in sealed buildings, and whenever one finds himself in such a precarious position all spellcasting rolls on the action table will be at -2, unless an instrument is available to perform the proper calculations (see Instrumentation table below). Using an instrument increases the casting time to 2 rounds per spell.

 

ENCHANTED ITEMS
Astromancers love precisely-machined instruments for measurement, calculation and spell effects alike. An Engineering or related skill is necessary to build these items to the fine tolerances that Astromancers are used to, and only expensive high-quality alloys would be considered for such an endeavour (minimum 100 gl). Astromancers delight in telescoping rods, levitating orreries, talking tomes of nautical tables, star-pointed wands of enhancement, fine cloaks of magical warding and elaborate bejewelled head-dresses than increase the wearer’s intellect or knowledge.


SECRETS OF THE CELESTIAL SPHERES

Astromancers are subject to the vagaries and pecadillos of the starry worlds above their heads. Whenever an Astromancer casts a spell and for 1 hour in-game thereafter (or whenever the GM finds it most convenient; once per game session is fine too), perform the following steps to determine what effect the alignment of celestial bodies will have on their magic:

  1. Roll once on the Celestial Body table.
  2. Roll once on the Connections table.
  3. Roll once on the Strength of Effect table.
  4. Roll again on the Celestial Body to make the connection.
  5. Optionally roll on the Dimensions table to determine if any higher planes may be involved (GM’s choice).
  6. Optionally roll once on the Instrumentation table to determine if any special apparatus is needed to perform the calculations necessary for the spell to work.

For example, a series of rolls [8=Body, 6=Connection, 5=Strength, 16=Body then optionally 7, 12] could be interpreted as: “The purple moon Ardan is in True Alignment with the Greater Sun, causing a doubling of the Area of Effect and a strengthening of the power of all Influence and Divination spells. If the proper calculations can be made using an Astral Compass, Ardan’s link to the Silver Sphere could be revealed, leading to a better outcome.”

Download the full Astromantic tables in PDF format for easy reference.

CELESTIAL BODY
2d10 TYPE OF BODY SPELLS AFFECTED
2 Septenarial Concordance Evil Magic
3 Animal Constellation Physical
4 Tower Constellation (sanctuary) Warding
5 Grey Star (thieving, roguery) Glamouring
6 Gleaming Star (very bright) Revealment
7 Black Star (black hole?) Maledictions
8 Ardan (purple, passion) Influence
9 Drome (amber, tranquility) Shielding
10 Jhang (crimson, rage) Destruction
11 Laeolis (blue, sorrow) Rejuvenation
12 Phandir (green, mysteries) Divination
13 Talisandre (silver, happiness) Illusion
14 Zar (dark, evil) Summoning
15 Lesser Sun (prosaic things) Conjuration
16 Greater Sun (great imports) Augmentation
17 Wayfarer Star (travel) Levitation
18 Emperor’s Star (comet, change) Metamorphosis
19 Constellation of the Gods Mystical/Eldritch
20 Syzygy (two suns aligned) Good/Beneficial

 

CONNECTIONS
2d6 TYPE EFFECT
2 Concordance 2x range & 2x area
3 Opposition ½ range & ½ area
4 Obscurement ½ range
5 Descension ½ area
6 Alignment 2x area
7 Precession +2 spell level to sequential spells
8 Ascension Does not use a spell slot
9 Revealment 2x range
10 Sojourning 2x duration
11 Confluence -2 for target to Save
12 Syzygy Random major magical effect

 

STRENGTH OF EFFECT
1d6 EFFECT
1 -1 to spell level
2 -2 to spell level
3 No change
4 Minor spell aberration/variance (flavor)
5 +1 to spell level
6 +2 to spell level

A proper Astromancer requires tools to perform complex calculations & observations required to measure the movements of the planets, moons, suns and stars. These devices must be of the utmost precision and quality to ensure reliable results, or the spell preparations may be in vain. GMs can use these as requirements for high-level spells or simply as flavour for the Astromancer. The use of instruments increases casting time from 1 round to 2 rounds (or doubles it for longer casting requirements).

INSTRUMENTATION
1d12 INSTRUMENT COST
1 Orbital Compulabe 2,000 gl
2 Lunar Calendar 500 gl
3 Nocturlabe 150 gl
4 Volvelle 30 gl
5 Astrolabacus 90 gl
6 Spyglass 100 gl
7 Astral Compass 200 gl
8 Folding Gnomon 400 gl
9 Planispheric Astrolabe 1,000 gl
10 Pocket Orrery 2,500 gl
11 Telescope 5,000 gl
12 Oneirometer 7,000 gl

 

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For extra effects, you can add the influences of higher & lower dimensions on the Astromancer’s magic, although this step is optional and should be avoided if time is of the essence. The GM should interpret the results of the Dimensions table to add an additional minor effect to any spell cast by the Astromancer, explained as that dimension being connected to the celestial bodies at the current time. Dimensional connections may attract the scrutiny of beings from that dimension – benign, malign or otherwise – who may decide to dabble in the Astromancer’s life or magics as circumstances warrant. 

DIMENSIONS
2d8 PLANE OF EXISTENCE
2 Oblivion (devils, shadows, forbidden lore)
3 Cthonia (demon realms, elemental chaos)
4 A Minor Pocket Sub-Realm (inhabited by dimensional monsters or a reclusive wizard)
5 The Nightmare Realm (dreams, fear, negativity)
6 The Dream Dimension (dreams, emotions)
7 The Red World (animals, the hunt, mold, decay)
8 The Green World (life, plants, growth)
9 Primus (matter, physicality, the real world)
10 UnderWorld (subterranean, land of the dead)
11 The Gray Sphere (spirits, visions, prophecy)
12 The Silver Sphere (order, stasis, good deeds)
13 The Golden Sphere (the Library, all-knowledge)
14 The Crystalline Sphere (divinity, minor gods)
15 The Radiant Sphere (ascension, apotheosis, creation)
16 The Void (non-existence, absorption, nothingness)

 

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SECRET SPELLS

Phantasians are somewhat leery of other Talislantans (especially Cymrillians) using their ancient knowledge for their own purposes, and prefer to sell their ancestors’ knowledge dearly to any prospective clients. Only full Astromancers and not Dream Merchants or Phantasian Guardians, would have access to these rare & brilliant magicks.

 

Spell of the Homeward Star 

Duration: Instant.
Target Area: Caster.
Range: 10 miles per spell level.
Casting Time: 1 round.

A form of Divination that allows the caster to determine the direction, distance and impediments to get from the current location to another familiar location (like “home”), at great distances. The spell level determines how much information is provided to reach the destination, subject to the GM’s discretion. This spell will always allow the Astromancer to know the direction towards Cabal Magicus, even when cast at level 1; that floating sanctuary serves as a beacon for all Astromantic forces.

 

Spell of Celestial Concordance

Duration: 10 rounds per level.
Target Area: 1 creature per level.
Range: Touch.
Casting Time: 1 round.

The caster can determine whether a favorable star shines down upon the party and what its effects may be.

SPELL EFFECT
SL EFFECT
1-5 Lucky Star +1 to Saves versus magic effects
6-10 Star of War +1 dmg all physical weapon attacks
11-15 Star of Arete +1 to all skill checks
16-20 The Pinnacle Star  +1 to party CR or MR
21+ Star of Virtue +1 to all action table rolls

Spell of the Nocturnal Void

Duration: 1 hour per level.
Target Area: 100 creatures or 100′ around caster.
Range: 100′.
Casting Time: 1 round per level.

Conceals large areas and groups of people from scrying, revealment, divination and other spells that detect or provide information to third parties. The target persons/area are not invisibile to physical observation, merely protected against magical observation and interference at great distances. Many powerful mages use this to protect the locations of their sanctums and observatories, to prevent enemies and rival Astromancers from observing their most precious rituals.

 

Spell of Gravitectonic Inversion

Duration: Instant.
Target Area: 1 target per 2 spells levels.
Range: 10′ per spell level.
Casting Time: 1 round.
Damage: 1d6 per 10′ drop.
Weight Limit: 100 lbs per spell level

The Phantasians were masters of levitational magic & technology, and canny students of tides, lunar influences, weather patterns and trade winds. Some of them used this spell to temporarily stabilize damaged windships that couldn’t fly or propel heavy objects to the magical floating cities that once populated the skies above Talislanta. The gravitectonic side of this effects, which could propel foes high into the sky and then drop them to their doom, were generally not talked about. Targets affected

 

Spell of Incandescent Apotheosis

Duration: 1 round per level.
Target Area: Caster only.
Range: Caster only.
Casting Time: 1 round.

The caster transforms himself into a sunform that is immune to all physical attacks and interactions, emanates powerful sunbeams that have effects similar to a Spell of Radiance (once per round at 1/2 the level of the Incandescent spell) and can only be harmed by mystical forces and eldritch spells or powers. The caster can fly at a speed of 30′ per round for the duration. The caster cannot cast any spells or perform any physical-reality maneuvers while in this form, and will be exhausted once the spell duration expires. All equipment on the caster’s body is transformed with him (but passive magical effects still function normally) and resumes it normal form when the spell ends.

 

 

 

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