Star Magic is one of the ancient magic styles of Sedena, passed on from master to apprentice since the Great War between the Five Elder races and the Old Ones. An adept at Star Magic can shape wind and storm, death and life to fit his will. The only limits on his powers are his imagination and the strength of his will.
Star Magic is a scholarly style of magic. It encompasses a huge body of lore about how the Pattern is structured, as well as information about the things that lie between the worlds. Those who study this lore slowly come to understand the world though the eyes of the Star Children, a perspective that is both unsettling and informative.
Long thought lost, Star Magic has recently resurfaced in the world. In 2943 Elven a lost house of Elves came out of the Forest of Night Terrors, in the north of the Elves Old Kingdom. They participated in the battle of Gnomehaven, taught Kenric Asterian their magic, then settled in Narbar. The number of Star Magic adepts has grown slowly since that time, young humans and elves stepping forth to bring the ancient lore back into the world.
Legend has it that the Easterner's used Star Magic before they fled from the East. It vanished during the Flight, and only a few books of its lore remained in the great Library at Itmas. In other, more comprehendible, books of magic there were occasional references to the 'powers of the Stars'. Such references and stories remained the stuff of scholarly debate for centuries.
All of that ended in the month of Burning, 346 Eastern. Kenric, called the Greyshade, Asterian appeared from the south. He used Star Magic learned from the Elves to free the Circle from a terrible threat. Then he disappeared again. Kenric reappeared in the East over a year later, accepted a position at the Circle, and started teaching.
The Circle of Three in the Eastern Territories is the center of the resurgence of Star Magic among the humans. There are now ten Masters of the Circle who study Star Magic, and another fifty or sixty Journeymen and Apprentices. Much of the attention of these young magicians is focused on recovering the lost lore of Eastern Star Magic. With the knowledge that Kenric brought from the Elves, they work tirelessly to track down obscure references and concepts found in the Library. By 2976 Elven (379 Eastern), this group has made considerable progress, recovering many constellations and ideas that are unique to their original tradition.
Eastern Star Magic is concerned with causing concrete effects, and discovering new ways to use the power. The tremendous power and flexibility of this magic, combined with its lack of Taint, make it a solid alternative to Wizardry. This, coupled with the romantic appeal of reviving a lost art, insure Star Magic's place in the East for many years to come.
The oldest legends of the Elven people claim that the Elves learned Star Magic from the Dragons during the Great War. The Elves held the lore closely, and used it in the Rune War with the Dwarves to devastating effect. The House of Dolelrim, which was dedicated to preserving the knowledge, vanished at the end of that conflict. For millennia, the Elves assumed that the House was destroyed in the final confrontation between the Elves and Dwarves that destroyed the Balgor Mountains.
Then, unexpectedly, the House of Dolelrim came to the aid of the Gnomes at the Battle of Gnomehaven. The five Elder Races, aided by the Younger, stood firm against the assaults of Anzoth, Old Lord of Trickery. Stories about the battle indicate that Star Magic was instrumental in the defeat of the Old One, although the exact events are somewhat in question.
After the battle, the House established itself at Narbar. The six hundred or so children of the House, ranging between one hundred and two thousand years old, are adjusting to life among their kin. They are slowly accepting new members into the House, according to ancient Elven tradition.
Elven Star Magic is concerned with preserving an honorable tradition. The House forces its members to conserve their magic, using power only when intelligence and muscle will not suffice. They often work Stars together, creating elaborate effects beyond the powers of any single magician. For example, the House recently re-established the Barrier around Narbar, a mystic shield which prevents a servant of the Old Ones' from entering without alerting the Elves to its presence.
Star Magic is magic for the patient. Although it is capable of great effects, it takes a time to gather the power necessary for even the simplest feats.
A Star Magician's Potency is equal to zero, plus any Vocational and skill modifiers he might possess. The magician's Potency represents the total amount of Light that he can draw from the stars in a single round.
Light is the magic of the Stars. It is used to fuel effects based on the Patterns of the twenty stars. Strong effects take more Light. Invoking Light takes one action.
A magician may hold up an amount of Light equal to three times his Potency. Thus, a magician with a Star Potency of 8 would be able to hold up to 24 points of Light. If the magician does not use this power, it is dissipates at the end of the round. The maximum amount of Light that a magician may hold onto during any one round is equal to the total number of Hold maneuvers that he has in his Practice skill.
Example: A character with three Hold maneuvers and a Potency of 7 may hold 3 points of Light per round. Thus, if he invoked 7 points of Light in the first round, he could hold 3 for the next round. If he invoked another 7points of Light the next round, he could either cause effects that cost 10 points of Light or choose to hold up to 6 points for use in the next round.
Holding power takes one action, no matter how much Light the character is holding.
It is possible for a magician to use the Star of Power to store Light in a crystal, water, or similar clear object. Held power may be used at any time, even if the magician has already drawn as much power as he can that round. The maximum amount of Light that a magician can infuse is the number of Infuse maneuvers he possesses.
Objects already infused with power may not be infused again until the power within them is discharged.
Some objects are better at storing Light than others. For example:
|
Object |
Light Stored |
|
Clear Quartz |
4 |
|
Clear Crystal |
6 |
|
Pixie Starburst |
12 |
|
Flask of Water |
5 |
Rumors abound about Patterned objects that can store tremendous amounts of Light. It is known that the House of Dolelrim possesses a flask of Light that contains enough power to destroy an entire horde of Orkan Raiders.
It is dangerous to carry a lot of Light infused objects. Magicians carrying more than two or three such objects tend to attract attention from demons, fallen faery, and the remaining servants of the Old Ones.
Using Star Magic is a three-step process
There are two level based Star Magic skills:
The Practice skill has the following maneuvers:
The Twenty Stars represent the total scope of the powers of Star Magic. The Stars are:
The uses listed with each of the Stars are simply suggestions; the Stars are easily capable of other effects.
The Constellations are complex stable combinations of Stars with known and discrete effects. The combination of Stars is a dangerous business; many magicians have killed themselves by combining Patterns that should never be connected with one another. In order to use a Constellation, a magician must know all of the Stars within it.
The Archway
Area of Effect - 10' across, 8' tall archway
Duration - 1 minute
Light Cost - 40
Stars - Reality, Journey, Dragon, Unbinding
This Constellation opens a path into the place Between, where Dragons come from. The place Between the worlds is a strange, light-less, lukewarm void that can quickly drive the unprepared completely insane.
Bound Hunter
Area of Effect - one target
Duration - Forever
Light Cost - 60
Stars - Reality, Oaths, Power, Fate, Death, Undead
The Constellation of the Bound Hunter forces one target to pursue a single, specific course of action until it is completed. If the target dies before the task is completed, then he comes back as a Potency 60 Undead to complete the task. Should the Undead form also suffer defeat, the spirit of the target is still bound, struggling to come up with some way to complete the action. This Constellation must be accepted willingly, and once cast cannot be negated.
Broken Net
Area of Effect - one target
Duration - Permanent
Light Cost - 100
Stars - Reality, Luck, Fate, Power, Dragon
The Constellation of the Broken Net lifts the burden of a person's fate, allowing him to act of his own volition. Using this Constellation strips the target of his Vocation, reducing him to level 0. He loses all advantages and skills gained because of his Vocation, and must start his life again. An unwilling target is allowed a saving throw vs. Magic to resist this effect.
House of Gold
Area of Effect - 1 structure
Duration - until dawn
Light Cost -30
Stars - Journey, Concealment, Protection, Wind, Shadows
The House of Gold is a small shelter, about twelve feet wide and twenty four feet deep. It contains food for eight, four beds, and a small lamp that burns without oil or wax. The house appears to be made of dark wood, with a gray shingled roof.
Open Eye
Area of Effect - one target
Duration - vision
Light Cost - 15
Stars - Revelation, Fate, Power, Life
The Constellation of the Open Eye reveals the target's fate to the magician. This revelation occurs during a symbolic vision. The vision only rarely offers concrete information.
Revealing Wind
Area of Effect - 100' radius around the magician
Duration - 1 round
Light Cost -20
Stars - Revelation, Power, Wind, Negation
This Constellation acts as a Potency 40 negation on all magic's that hide or distort the true image of things. Any magic with a Potency or cost under 40 that attempts to conceal something within the range of the Wind is temporarily suppressed. After the Wind has passed, the concealing magic can reassert itself.
Shadows without End
Area of Effect - 50' radius around the magician
Duration - 1 hour
Light Cost - 20
Stars - Concealment, Power, Shadow
A person within the range of this Constellation who feels hostile intent towards another person in range must make a Perception check at -15. If the hostile person fails this check, then he cannot find the person that he wishes to harm. This effect applies to everyone within the area of effect, including the magician.
Silver Shield
Area of Effect - one target
Duration - until destroyed
Light Cost - 40
Stars - Protection, Power, Undead, Negation
This Constellation surrounds the target with a shield of pure star Light that protects him from any kind of harm. The Shield has an AR of 18 and an SDC of 300. A target can only be protected by one Shield at a time.
Spinning Wheel
Area of Effect - one set of cloths
Duration - 1 year
Light Cost - 25
Stars - Shadow, Light, Night, Reality
When invoked, this Constellation creates a suit of normal clothing, of whatever style the magician likes, for one person. They cloths provide protection with an AR of 12 and SDC of 150. They cannot be repaired, and may only be black, white, and/or gray.
The Steed
Area of Effect - one steed
Duration - 1 ride
Light Cost - 15
Stars - Dragon, Journey, Power
The Constellation of the Steed summons forth a Star Horse, a Potency 30 Dragon Spirit. The Steed will carry the magician and anyone that he designates (up to two passengers) from one place to another. The Star Horse does not alter his course, and will not 'stop off' on his journey for any reason.
Sword of Light and Darkness
Area of Effect -
Duration - until the need has passed
Light Cost - 30
Stars - Dragon, Power, Fate
When invoked before a battle, this Constellation forms one of the legendary Star Swords, weapons of unknown and awesome powers. Occasionally, in times of the Pattern's greatest need, the magician receives one of the Greater Star Swords, weapons capable of challenging the might of the Old Ones themselves.
Two Trees Intertwined
Area of Effect - one couple
Duration - Forever
Light Cost -80
Stars - Fate, Life, Death, Oaths, Reality
Two Trees Intertwined is the Elven symbol for a complete marriage, one destined to last until both partners are dead. A couple can choose to have this Constellation invoked for them if they feel that strongly about one another. The result of its invocation is that both parties will always know where the other is, the other's general condition and mood, and whether the loved one is in danger. If one of the partners dies, the other will commit suicide within three days.
Unleashed Hunters
Area of Effect - one target
Duration - until all of the summoned creatures are destroyed
Light Cost - 8 per Shadow Cat summoned
Stars - Faery, Shadows, Life, Revelation, Oaths
The Unleashed Hunters summons forth a number of Shadow Cats, Potency 16 Fallen Faery. These spirits follow the target of the spell until all of them are destroyed. No matter how far the target flees, the Cats will eventually catch up with him. Using this Constellation without the expressed permission of one of the elders of House Dolelrim is a serious breach of professional etiquette among those who practice Star Magic.
Wings of Flames
Area of Effect - one target
Duration - until dusk
Light Cost - 15
Stars - Journey, Dragon, Power, Wind
At dawn, the magician can bind the powers of Light and Wind together into a pair of brilliant white wings that sprout from his shoulders. These wings give him an air speed of one hundred miles per hour. It may be that the Wings also protect the magician from the destructive effects of the place Between worlds, but no one who has tried to use the Wings Between has ever returned.