Mercy's Astrology Spells

by MercyHeart

Search GM Binder Visit User Profile

Astrology Spells

Astrology spells weave the mystical energies of the celestial bodies into powerful enchantments. Picture standing under the vast night sky, your character channeling the essence of constellations and planets to shape reality. Each celestial body offers a distinct magical influence, and the combination of these cosmic forces creates unique and potent spells.

Astrology spells are readily available to these following subclasses:

  • School of Astrology
  • Circle of Stars
  • Lunar Sorcery

They should not be simply added to the full spell lists of other spellcasting classes. However, the Dungeon Master can consider allowing other spellcasting classes opportunities to learn a handful of astrology-themed spells as rewards.

Astrology Spell Lists

The new spells detailed later in this chapter are also available to existing spellcasting subclasses.

Moon Blade

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 minute

When cast, choose one rapier, short sword, or scimitar you are holding. It is surrounded by a radiant glow, forming a blade resembling the crescent moon. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

If you do not have a rapier, a short sword, or a scimitar, the moonlight shape and form a magical Moon Blade in your hand. You are proficient with the Moon Blade.

Star Bubble

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

When cast, you are enveloped in a faint glow as the starry bubble forms, providing a visually captivating display.

While the Star Bubble is active, the caster gains a +1 bonus to their Armor Class, representing the celestial energy's ability to deflect incoming attacks. Additionally, the starry barrier emits a soft light in a 5-foot radius, providing dim light in the area.

The bonus to Armor Class from this spell does not apply if the caster is wearing an armor or holding a shield.

The protective bonus to Armor Class increases by +1 when this cantrip reaches 11th level (+2).

Variant Rule: Charging A Spell

Some spells can be charged to increase their effectiveness. You cannot charge a spell if you have willingly moved 5 feet or more in this turn. If you choose to charge a spell you're casting, until the beginning of your next turn you cannot move from your position (though you can be moved or pushed by others), and all attacks against you are made with advantage until the beginning of your next turn.

Attack rolls made with a charged spell have advantage, and creatures affected by a charged spell make their saving throws against the spell's effect with disadvantage. If a spell requires you to keep charging it for more than one round, you must charge it every single round. If you don't, you lose the benefits of charging the spell.

Solar Beam

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

A ray of sunlight forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 2d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Starcall

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M
  • Duration: Instantaneous

You call upon the power of the stars to inflict damage upon enemies and, simultaneously, bestow healing upon yourself. The caster chooses a spot they can see within range, invoking a cascade of radiant energy from the sky.

All creatures within 10 feet of that location must make a Dexterity Saving Throw or take 2d8 + your spellcasting modifier radiant damage, or half as much on a successful save. If at least one of those creatures fails its saving throw, you can regain 1d4 + your spellcasting modifier Hit Points.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both damage rolls and hit points regain increase by 1d8 and 1d4 for each slot level above 1st.

Stellar Vestige

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small crystal vial filled with stardust)
  • Duration: Concentration, up to 1 hour

Stellar Vestige is a transmutation spell inspired by the constellation of the maiden, offering protection and resilience to those it touches.

The target has advantage on saving throws against being charmed or frightened. It also sheds a gentle radiance in a 10-foot radius, emitting dim light. This light is only visible to the target and creatures friendly toward the target.

For the duration of this spell, whenever the target takes damage, that damage is reduced by 1d8, to a minimum of 0.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage reduction increases by 1d8 for each slot level above 2nd.

Conjure Planetarium

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: 1 minute

Choose a spot within range. You summon a 20-foot-radius see-through sphere centered on that spot. The surface of the sphere is patterned like a planetarium, depicting constellations and nebulas, planets and star systems. The subtle hum of distant cosmic energy is the only thing heard within the sphere.

Within the sphere, gravity is greatly lessened. Creatures and loose objects float upward at a speed of 10 feet per round until they reach the top of the dome, at which point they stop and float in place. Fixed objects or creatures not fully enclosed by the sphere are unaffected. Within the dome, creatures can only move if they can push off against a stable surface (such as a wall or ceiling, or a creature too large to be enclosed) or are pushed by other means. If they do, all movement costs extra movement as if it were difficult terrain. A creature can make a Dexterity Saving Throw to grab onto a fixed object within reach to avoid floating upward. At the end of the spell's duration, gravity returns to normal, and all creatures and objects fall back down.

The planetarium serves as more than a visual spectacle. Inside it, these effects activate:

  • Ranged attack rolls that enter the sphere are rolled with disadvantage.
  • Aside from the cosmic hum, no other sound can be heard inside the sphere, or pass through it.
  • All creatures entirely enclosed by the sphere are immune to thunder damage, and are deafened for as long as they remain within it.
  • Spells with verbal components cannot be cast within the sphere.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spell's area of effect increases by 5 feet per spell level above 3rd.

Guiding Radiance

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a crystal worth at least 500 gp)
  • Duration: Concentration up to 1 hour

While casting this spell, you trace a starry pattern over your targets with the crystal infused with starlight.

Choose a skill check and up to 6 creatures within range. For the duration of the spell, each of those creatures can add 1d8 to the checks.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 4th.

Stellar Archer

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a small silver string and a tiny bow carved from a moonstone)
  • Duration: 1 minute

Stellar Archer is a conjuration spell that invokes the essence of the celestial archer, granting the caster a bow crafted from starlight. When cast, a shimmering, ethereal bow materializes in the caster's hand, and a silvery string manifests from the provided moonstone.

When you cast this spell and as a bonus action on each of your turns for the duration, you can make a ranged spell attack with the starlight bow. The bow's range is 150 feet, and it deals radiant damage equal to 1d8 + your spellcasting ability modifier on a hit.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of attack you can make increase by 1.

Sternritter

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shard of a fallen star)
  • Duration: Concentration, up to 1 minute

This spell transforms the caster into a radiant embodiment akin to a star knight. When cast, the shard of a fallen star is consumed in a burst of stellar energy, surrounding the caster in an aura of brilliance.

You gain the following benefits until the spell ends:

  • You have advantage on Wisdom saving throws
  • You regain the maximum number of hit points from any healing.
  • You have a +2 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of attack you can make increases by 1.

Conjure Full Moon

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 1 minutes

As you cast this spell, you begin floating 5 feet off the ground. Your speed is reduced to 0 until the spell ends. You cannot cast any other levelled spells while you are holding this spell. Uses the caster as a vessel to incarnate a full moon, then sends it floating toward foes. The full moon dispels all magic that touches it, and temporarily suppresses any damage resistance for those it strikes.

All magical effects within 20 feet of you that are bathed in that moonlight are suppressed as if under the effect of dispel magic for the duration of the spell, and all creatures within the area bath by moonlight must make a Charisma Saving Throw or lose all their damage resistances until the spell ends.

When the spell ends, either because you lost concentration or you decided to end it early, the incarnation of the moon launches forth and explodes in a brilliant flash of light. Choose a spot that you can see within 120 feet of you. All creatures within 20 feet of it must make a Dexterity Saving Throw or take damage equal to the spell's accumulated damage. They also lose their resistances until the end of your next turn. On a successful save, they take half damage and do not lose their resistances.

The spell's base damage is 8d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

Anti-Magic. While holding this spell, you have resistance against all damage dealt to you by spells. Spell attacks against you are made with disadvantage, and you have advantage on saving throws to resist the effects to spells.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell's base damage increases by 1d6 and the sphere's radius increases by 5 feet for each slot level above 5th.

Eclipse

8th-level evocation


  • Casting Time: 10 minutes
  • Range: Self (5-mile radius)
  • Components: V, S, M
  • Duration: Concentration, up to 8 hours

The caster invokes the power of an eclipse, causing a shadowy phenomenon within a 5-mile radius centered on a spot that they can see within 5 miles. During the eclipse, the affected area is plunged into magical darkness. The caster can choose up to 10 creatures of their choice. Granting the caster and their allies advantage on Dexterity (Stealth) checks and ability to see through magical darkness up to 300 feet whether it came from this spell or otherwise.

A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 7th level or lower, can't illuminate the area. The eclipse's mystical energy also disrupts certain magical effects. Any caster aside from you and your chosen allies who is currently concentrating on a spell must make a Constitution Saving Throw or lose concentration on that spell.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Commonfolks use a large building, such as a temple or a city hall, to escape from the ill-omens from this spell.

The spell ends if the caster loses concentration, dismisses it as a bonus action, or if its duration expires.

At Higher Levels. If you use a 9th level spell slot, the spell lasts until it is dispelled and doesn't require concentration.

Stellar Nova

9th-level evocation


  • Casting Time: 1 action
  • Range: 10 miles
  • Components: V, S, M (a heart of a dying star or a valuable gem worth at least 25,000 gp, which the spell consumes)
  • Duration: Instantaneous

Stellar Nova represents the pinnacle of celestial destruction, harnessing the power of stars to obliterate enemies within 1-mile radius. This is the magic that gods use to destroy a civilization of the past.

The caster summons the raw power of the stars, creating a cataclysmic explosion known as Stellar Nova. A brilliant burst of radiant energy erupts in a 500-foot radius sphere centered at a point within range. All creatures caught in the area must make a Constitution saving throw. On a failed save, a creature takes 5d8 + 40 radiant damage and is blinded for 1 minute. On a successful save, the damage is halved, and the creature isn't blinded.

The radiant energy unleashed by Stellar Nova is so intense that it pierces through magical defenses. This spell automatically disintegrates magical or nonmagical objects or creations of magical force. Creatures that dies from this spell and everything it is wearing and carrying are reduced to a pile of fine gray dust. Magical items of very rare rarity or above survive the blast.

Creatures within the area that have resistance to radiant damage still take full damage from this spell.

This spell can penetrate most barriers, but it can be blocked by 2 feet lead, 5 feet metal, or 15 feet stone.

The spell's radiant aftermath leaves a lingering effect, the area within the spell's radius is considered nonmagical difficult terrain. For the next minute, any creature starting its turn within the next minute takes 1d10 radiant. For the next day, 1d8 for every minute spent there. For the next month, finishing a short or long rest will deal 1d6 radiant. For the next year, a long rest will deal 1d4.

Long Fei's

Legend of Feixu

Welcome to the mystical realm of Feixu, a world steeped in the rich tapestry of Eastern mythology. Here, ancient legends come to life, and the boundaries between the mortal realm, the spirit realm, and the divine are often blurred.

Version 1.0.0

Art Credit:

My other Homebrew contents, including spells, subclasses, and playable races, can be found for free on Mercy Heart.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.