Council of Stars Magic
This article discusses the magic that The Council of Stars often grants to their priests.
Project your voice so your speech can be heard by the whole crowd you are speaking to, as well as any nearby stragglers.
Deepen your voice to an ominous booming bass or similarly divine aesthetic appropriate to your deity.
Slightly alter your appearance to add gravitas and a sense of divine authority to your actions. You may cause parts of your body to glow, or increase the size of your shadow to fill the space behind you, or similar effects appropriate to your deity.
Illuminate
Guide
Consecrate
DC 10: brightness up to a candle.
DC 20: brightness up to a lantern.
DC 30:brightness up to a large bonfire.
DC 40:brightness up to a lighthouse beacon.
DC 10: your personal holy symbol.
DC 20: an ally's holy symbol.
DC 30: the holy symbols of all allies nearby.
DC 40: any holy symbol.
DC 10: up to one pace away or the next step.
DC 20: up to a mile.
DC 30: up to the distance you could travel in a day.
DC 40: until the next border.
You call upon the stars to light your path.DC 12: choose a spot within 30ft of you. For 1 minute, surfaces (including on objects) within 10ft of that spot shimmer with a soft, silvery glow that illuminates its surroundings like a candle.
DC 18: enemies within the area are also illuminated, though they can attempt a Will Save to resist the silvery light. If they critically fail, they suffer a -2 Status Penalty to AC due to the light clarifying their movements. Invisible enemies treat their success level as one higher, but lose the benefits of invisibility on failure.
DC 26: it effects invisible enemies the same as visible ones.
DC 31: the radius becomes 20ft.
DC 35: the light makes a Counteract Check against any illusions in its area.
You ask the stars for guidance on a particular course of action. Asking about the same or similar things multiple times is a sure fire way to get on your deity's bad side.DC 10: they give you a simple omen to indicate whether the course of action about which you are asking is something they approve of.
DC 20: with the omen, you gain an instinctive understanding of how dangerous the course of action is. It is not precise, but gives you a general idea of the danger level.
DC 30: in addition to the omen, you can ask a question about the task and receive a one-word answer.
DC 40: the answer becomes one-sentence.
You entreat the stars to close a creature's wounds. This prayer cannot increase health past health thresholds (e.g. Bloodied, Injured, etc.).DC 15: perform a Medicine Check on the target. This Medicine Check gains the Divine trait and does not require Healer's Tools since it uses divine energy to perform the healing. For each proficiency rank you have in Medicine, increase the healing by 1d8.
DC 20: you can apply the Medicine Check to any number of creatures within your arm's reach.
DC 25: applying the healing to an Undead will damage it.
DC 30: you can add a 3rd action to the spell during which you Stride. You can apply the healing to any number of creatures within your arm's reach throughout the Stride.
You ask the stars for the ability to see traces and influences of your Sworn Enemies.DC 15: for 1 minute, you can smell, feel, or taste when your Sworn Enemies are nearby as if you were a priest of your religion.
DC 20: the sense lasts for 10 minutes.
DC 25: you can also sense magic that was cast by them, though you get no details about the magic. Just that it was cast by a Sworn Enemy.
DC 28: you can sense creatures in service of your Sworn Enemies in the same way you can sense your Sworn Enemies.
DC 30: you can also use these senses to track your Sworn Enemies. They count as having left obvious tracks for the past 24 hours and obscure tracks for a week prior to that. If they have passed through the area within 1 hour, then they leave visible footprints, or similar, that you can see.
DC 33: you can sense creatures who have been in contact with your Sworn Enemies within the past 24 hours. You get no further information other than that they had contact with your Sworn Enemies during that time.
A soft glow of starlight surrounds the target for 1 minute, protecting them from enemies of the stars. DC 15: the target gains +1 to Saves against magic sourced from your Sworn Enemies.
DC 20: your Sworn Enemies must succeed a Will Save vs your Devotion Check result in order to touch the target. If they fail, they cannot touch the target, losing any actions related to touching them, and letting go if they were already touching them. If they critically fail, then they cannot try to touch the target until the next dawn.
DC 25: the target gains +4 to attempts to end ongoing magical effects sourced from your Sworn Enemies.
DC 30: for the duration of this Ward, if the target is possessed by your Sworn Enemy, that enemy suffers damage equal to your Wisdom Bonus at the start of each of their turns.
DC 35: choose two lower-level effects.
DC 40: choose three lower-level effects.
DC 15: the light also coats objects you are holding.
DC 20: the light also bypasses the Incorporeal trait.
DC 25: you can also grant the light to up to one creature per Wisdom within arm's reach.
DC 30: the light also bypasses the Ethereal trait.
DC 40 the light encompasses the entire body and equipment of the target(s) instead.
Divine Boons
Priests of the Council of Stars add the following boons to the list of Divine Boons from their specific constellation.Voice of the Gods
You are granted the ability to amplify your voice and persona to speak to large crowds. You can do any of the following, but if you misuse it (as decided by your deity) you may suffer divine wrath or lose the ability.Weapons of Divine Wrath
When you wield your deity's Sacred Weapons, you increase their damage die by 1 step.Divine Senses
You can smell, feel, taste, or otherwise sense nearby divine magic. This sensation is not obvious and is easily missed, but can be noticed if you are paying attention, and the intensity of the sensation is relative to how powerful the magic is. You can also sense the religion of nearby religious devotees. When you are within arm's reach of a priest, you can feel their religion's presence. You may not recognize the religion if you have not encountered it before, but each religion has a unique sense that is clearly identifiable. Monks and champions can also be sensed in this way, but you can feel their presence if they are within bowshot of you. Note that these senses are generally blocked or dulled by stone, metal, or dirt structures.Divine Guidance
Yourself and allies who can see you can gain increase the result of a d20 roll by +1 after seeing the result, treating the die as if it had rolled one number higher. Once they do this, they cannot use this blessing again until the next time you do your Daily Dedication.Starlight
You can summon a small, soft, twinkling, white light in your hands that floats in the air near you, shining with the brightness of a torch. It always stays within your arm's reach, but you can us an Interact Action to move the light to a different position. The light is snuffed by water and magical darkness. Instead of a single light, you can choose to make four smaller lights. These glow with the brightness of a candle and do not follow you when you move. They are snuffed by water or magical darkness and wink out if they are ever more than 30ft from you. You can use an Interact Action to move one of the lights by directing it with your finger.Divine Emblems
You are granted the ability to craft Divine Symbols. You can make a functional Divine Symbol with a day of downtime, three days of travel, or a week of work while adventuring in a dangerous area. Depending on the situation, you may need to make Crafting checks. You can also draw your deity's emblem on an unattended inanimate object by spending 2 actions touching the object and concentrating. The emblem glows with a soft light and can be sensed by religious devotees with the Divine Senses boon. The mark fades over the course of a week, and it can be scrubbed off with some soap and a few minutes of effort.Hands of Healing
You automatically succeed Medicine Checks to stabilize as long as you have healer's tools available. Without tools, you can fail, but not critically fail.Common Doctrine
Priests of the Council of Stars add the following spells to the Common Doctrine of their specific constellation.Spontaneous Magic
Techniques
Forms
Light
Symbol
Path
Formulaic Spells
Invocation of Starlight
Actions: V (a brief prayer), S (hold holy symbol aloft)You call upon the stars to light your path.
Guidance of the Stars
Actions: raise your hands in direct starlight for 10 minutes.You ask the stars for guidance on a particular course of action. Asking about the same or similar things multiple times is a sure fire way to get on your deity's bad side.
Healer's Touch
Actions: V (a short blessing), S (touch the target)You entreat the stars to close a creature's wounds. This prayer cannot increase health past health thresholds (e.g. Bloodied, Injured, etc.).
Warning Light of the Stars
Actions: V (a prayer), S (a gesture involving your eyes)You ask the stars for the ability to see traces and influences of your Sworn Enemies.
Starlit Ward
Actions: V (a blessing), S (touch the target)A soft glow of starlight surrounds the target for 1 minute, protecting them from enemies of the stars. DC 15: the target gains +1 to Saves against magic sourced from your Sworn Enemies.
DC 20: your Sworn Enemies must succeed a Will Save vs your Devotion Check result in order to touch the target. If they fail, they cannot touch the target, losing any actions related to touching them, and letting go if they were already touching them. If they critically fail, then they cannot try to touch the target until the next dawn.
DC 25: the target gains +4 to attempts to end ongoing magical effects sourced from your Sworn Enemies.
DC 30: for the duration of this Ward, if the target is possessed by your Sworn Enemy, that enemy suffers damage equal to your Wisdom Bonus at the start of each of their turns.
DC 35: choose two lower-level effects.
DC 40: choose three lower-level effects.
Hands of Light
Actions: V (a blessing), S (reach up and grasp at starlight or sunlight) DC 10: your hands glow softly with divine light, acting like candles.DC 15: the light also coats objects you are holding.
DC 20: the light also bypasses the Incorporeal trait.
DC 25: you can also grant the light to up to one creature per Wisdom within arm's reach.
DC 30: the light also bypasses the Ethereal trait.
DC 40 the light encompasses the entire body and equipment of the target(s) instead.