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Wizard - School of Astrology

DRAFT - BALANCE CHANGES MAY OCCUR

Lord of Light
Channel the power of the Stars and bend the rules of magic to your will.

Your study of magic is focused on one of the aspects that make the Novarkan Weave special from that of the egotistical Outer Gods, Stardust, and its never-ending chromatic variations. You understand that space and time is relative with the nature of celestial bodies and their rulers, Stars, and the energy they continuously emit.
You also see the beauty in how your spell interactions and effects change depending on the current star of the epoque, and you strive to will your spellcasting chromatic variations to your own, being able to cast Black Star spells even when the plane is under the influence of a Red one.
 

Level 3: Astrology Savant

Choose one Wizard Spell from the Astrology school, which must be no higher than level 2, and add it to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard Spell from the Astrology School for free. The chosen spell must be of a level for which you have spell slots.
 

Level 3: Star-Touched

Most Astrology Spells are based on conditions which change depending on the current Star. Whenever a creature succeeds on a ST against your astrological spell effects, you may use your reaction and force it to reroll the ST die OR substract your charisma modifier to it. Whichever you choose, the creature must take the new roll.
Moreover, if a creature tries to spread one of your star conditions to one of your allies OR if they are caught in one of your areas of effect, and the ally fails the corresponding ST, you may use your reaction and let them roll the ST again AND add your charisma modifier to it, letting them take the higher number.
  These features do not have a maximum total limit, but you may only use them successfully once per creature per short or long rest. However, if you use any of these features and they fail to change the outcome, you may try to use them again on the same creature until it succeeds.
 

Level 6: Stellar Evocator

Whenever you deal Stellar Damage with any spell, you may add your charisma and intelligence modifier to the corresponding damage roll, putting your mind and soul to the task of delivering maximum damage output.
You can use this feature a number of times up to your Proficiency Bonus.
Once per long rest, you may regain half (rounded-down) the expended uses in a short rest. And all expended uses are recovered in a long rest.
Additionally, if someone tries to counterspell one of your Astrology Spells, you may roll the Constitution ST with advantage and add your charisma modifier to the roll.
 

Level 6: Durable Conditions

Any status effects, positive and negative, you inflict on creatures with any spell of any school has its duration doubled, proving your mastery of what makes creatures special. If the spell is of the School of Astrology, its duration is tripled.
 

Level 10: Celestial Form

You've learned to channel the power of the stars into your own being. Choose one of the following main-star variations each time you complete a long rest, and you gain its corresponding benefits until your next long rest, or until you are incapacitated or dead:
 
  • Blue: you are burning so hot creatures may confuse you with an apparition of the Inferno, but you are merely channeling the energy of the hottest stars in the universe, those that burn so bright, they snuff out the quickest. While transformed, each time you deal Stellar Damage to an enemy, you give it a Protostack. When it reaches 5 Protostacks, you may use an Action to make it go Nova, Incapacitating them for 1 turn, for each 2 Protostacks you inflict above 5 before using the action, the duration of Incapacitation increases for 1 turn. After you make them go Nova, all stacks are therefore consumed, and the creature can't go Nova for another 24 hours.
    As the Special Feature, you can go Super Nova as an action: spawn a 30ft radius circle around yourself which moves with you and duplicate your move speed, at the beginning of your next turn, the circle explodes in a micro-super nova and every enemy in range takes 12d4 stellar damage and is stunned for 1 turn, guaranteed. The second time you use this feature you deal 3d4 damage to yourself, the third time 6d4, the fourth time 9d4, and the fifth time 12d4. Each subsequent use after that, still deals 12d4 stellar damage.

  • White: you are light and light is your weapon, let it be your word which guides the unseen, with the power of the prettiest star in the universe. You are immune to the blind and star-blind conditions, but not magical darkness blinding.
    Moreover, the Special Feature, you may use a bonus action to choose to emit non-magical bright light in a 30 ft radius and dim light in 30 ft more for 1 minute. Effectively, giving you the effects of Daylight with your body being the source. Any creature who enters your bright light aura radius, is forced to make a Charisma ST against your spell save DC and be star-blinded if it fails, up until it gets out of range, where it can repeat the save at the beginning of each of its turns..

  • Yellow: the warm light of a life-bringing star shines through you like a beacon of hope, plants feel right at home when you share your warmth, organisms sprout to thrive when in your vicinity, and you yourself feel bolstered to fight on, like people are counting on you. When you first choose this form, you gain temporary hit points equal to twice your wizard level and everyone in your 120ft aura gains +1 to their AC and to their Saving Throws.
    As the Special Feature, you can share your life bolstering energy to other beings around you in a 120ft radius. As an action, choose any number of creatures within range. For the duration of 1 minute, each target has advantage on Intelligence saving throws and death saving throws, furthermore, any stellar damage emanating from you heals them a number of hit points equal to the damage they would've suffered otherwise.

  • Red: energy overflows through your veins and yearns to come out for the reaping. You may add your Stellar Evocator feature to the Attack Roll and Damage Roll of any spell of any school you desire, including the counterspell advantage.
    As the Special Feature, you can empower the attacks of your allies by sharing your stellar energy with them. As a bonus action, until the end of your next turn, any ally within 120 ft of you can add your Stellar Evocator feature to their Spell Attack Rolls and do additional Stellar Damage per attack equal to their proficiency bonus.

  • Black: you master the only existing stellar-energy stronger and faster than the speed of light, magical darkness. You gain magical darkvision in a range of 80 ft but are not immune to blinding conditions.
    As the Special Feature, you may use your bonus action to clap your hands in a crackening thunder and release a wave of stellar darkness which consumes all life within. Using yourself as the center, any creature in a 60 ft radius circle must make a Charisma ST against your spell save DC or be consumed by darkness, taking 5d8 necrotic damage on a failed save, or half as much on a succesful one. After the conjuration, the area is only harmful to creature who you choose: for them the area counts as difficult terrain, and if they finish their turn inside, they must roll for the damage again. The area counts as magical darkness and stays in the same spot for 1 minute.

You can use the Special Features of each transformation a number of times equal to your Charisma Modifier (minimum of 1) and all expended uses are regained on transformation refresh (long rest).
 

Level 14: Stars Unbound

For any of your Astrological Spells and Cantrips, you may take control over the stardust that materializes them and change their Chromatic Variation, making you able to cast any Spell Variant of any Star Color without consequence and regardless of the Current Star Period of the Planet, all of which are recorded in each Spell's information page.

This feature proves your mastery over Astrology as an arcane discipline, and the cunning you've developed after identifying for many, many years, what makes each star special, making you boundless, adaptable, and omnipotent.
Alternative Names
Astrologers
Type
Arcane
Demand
High
Other Associated professions
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