From: News User Id <[n--s] at [eskimo.com]>
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Subject: SUPPLEMENT: FHERO: Celestial Magic (new)
Date: 19 Mar 1996 07:21:14 -0500

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Path: iceblade
From: [i--bl--e] at [eskimo.com] (Bob)
Subject: FHERO: Celestial Magic (new)
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Keywords: Fantasy Hero Celestial Magic
Sender: [n--s] at [eskimo.com] (News User Id)
Organization: Eskimo North (206) For-Ever
Date: Mon, 11 Mar 1996 02:01:09 GMT

                     COLLEGE OF CELESTIAL MAGIC  

  This obscure branch of the magical arts is not native to the realms. 
Rather it is brought to the lands by travelling Magi from worlds beyond the 
sky. Celestial Magi are always impressive figures to behold, and attract 
attention and respect wherever they visit.

  The Magi normally wear a deep blue robe, marked with white stars on the 
back and chest, and trimmed and lined with warm, soft white fur. When they 
are observed with a travelling companion, it is usually a small, dragon-
shaped creature, with soft white fur and sparkling, translucent wings - 
reputed to be a familiar with mysterious powers.

  Celestial Magic draws its power from the stars and planets in the sky. 
Upon the surface of a world, the availability and effectiveness of the 
spells will vary, depending on the location of the celestial sources. When 
the Mage is travelling between the stars and is far from any planet, 
however, most of the spells will operate normally.

  When the Celestial Magi is on a planet, the condition of the sky will 
modify the spell casting difficulty. Apply these modifiers to all Magic 
Rolls when casting a Celestial Magic spell:

  Modifier  Condition
  --------  ----------------------------------------------------
     -2     Underground, underwater, or in a heavy basement.
     -2     Full Daylight obscures stars, or brilliant lighting.
     -1     Overcast night, late dawn, or early dusk.
     +1     Week of a quarter moon, or a small, full moon.
     +2     Week of a new moon, or no moons in the sky.
     +2     Mountain top, low air pressure, or outer space.

Celestial Magi travelling through space, far from any world, will receive a 
maximum +4 bonus. Likewise, a Magi swimming underwater in broad daylight 
will suffer a maximum -4 penalty.

  The focus of all Celestial Magic spells is a lump of star metal - a piece 
of a metallic meteorite - either in its natural form, or hammered into a 
medallion or bracelet. Spells of this college are especially difficult to 
master, and more exhausting to cast when indoors.

  Unlike most colleges of magic, Celestial Magic spells do not require 
incantations, allowing them to be cast even in an air-free environment. 
When Celestial Magic spells are cast, they are accompanied by tiny, 
sparkling particles that dance about the hands of the Mage. When casting in 
an atmosphere, the dust emits faint, chime-like sounds as it swirls toward 
the target area, then erupts with a faint popping sound.

Typical Disadvantages: Requires PRE-based (Magic) Skill Roll (-1/2),
  Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4),
  Mage must have at least 30 points in college spells (-3/4), (Conditions
  skill modifier) (+0).

  To determine the location of the various planets and constellations, you 
can either consult an astronomical reference for a particular year, or roll 
for a random time of the day. The length of time the entire celestial sight 
will be in the sky is determined by several factors, including the 
latitude, time of the year, and the declination of the object. To simplify 
things, however, you could assume a base period of 12 hours per day, 
beginning at a random hour. The player will need to keep a 24 hour record 
showing each rise and set time for the objects that govern his spells.


---------------------------------------------------------------------------
                            COLLEGE SPELLS
---------------------------------------------------------------------------

ALLURE OF VENUS
  The planet Venus holds sway over the strong emotion of love and physical 
attraction. The Mage can draw upon this power to influence others, gaining 
their favor and compelling them to his command. However, this influence can 
only be maintained during the daylight hours, or when Venus is a morning or 
evening star. This spell is more exhausting to use while indoors.
Power: 8d6 Mind Control, Verbal Commands
Modifiers: Only when Venus is in sky (-1/2), Gestures (-1/4), OAF Star
  Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at
  least 30 points in college spells (-1/2), Side Effects (Target is angry
  with the Mage, and has +10 Mental Defense and 4d6 Aid to EGO) (-1/2),
  (Conditions skill modifier) (+0). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 10.

ASHES OF THE PHOENIX
  Like the Phoenix rising from the ashes, this spell allows the Magi to 
draw upon the powers of the constellation to survive great heat and flame. 
However, Phoenix better be above the horizon when this spell is cast, or 
the Magi will only be fit for marshmallows. This spell is more exhausting 
to use while indoors.
Power: 10 ED Force Field
Modifiers: Only versus heat and flame (-1). Active Cost = 10 points.
Power: Immune to Heat, Breathe Smoke
Modifiers: Linked to Force Field (-1/2), Costs END to use (-1/2).
  Active Cost = 8 points.
Combined: Only when Phoenix is in sky (-1/2), Gestures (-1/4), OAF Star
  Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at
  least 20 points in college spells (-1/2), (Conditions skill modifier)
  (+0).
END Cost: 2; Magic Roll: -2; Casting Time: 0 Phase.
Real Cost: 4.

BOBBLE
  When travelling at great speeds through space, it is a wise Magi who 
protects himself with this spell. A silvery barrier surrounds the Magi, 
warding him against solid projectiles and high energy radiation. This 
barrier provides no protection from the back side, however, although such 
attacks will be rare when moving rapidly through space. This spell is more 
exhausting to use while indoors.
Power: 10 PD, 2 ED Force Field
Modifiers: Hardened (+1/4). Active Cost = 18 points.
Power: 2d6 Energy Blast
Modifiers: Damage Shield (+1/2); Linked to Force Field (-1/2).
  Active Cost = 17 points.
Combined: 1/2 END (+1/4); Not versus attacks from the rear hex (-1/2),
  Gestures (-1/4), Requires PRE-based (Magic) Skill Roll (-1/2), OAF Star
  Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at
  least 20 points in college spells (-1), (Conditions skill modifier)
  (+0).
END Cost: 2; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

BOOTS OF MERCURY
  When the messenger of the gods is in the sky, the Mage is able to call 
upon the powers of this planet to greatly increase his mobility. However, 
this spell will only function during the daylight hours, or when Mercury is 
a morning or evening star. This spell is more exhausting to use while 
indoors.
Power: +20” Running
Modifiers: Only when Mercury is in sky (-1/2), Requires PRE-based (Magic)
  Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2
  END Indoors (-1/4), Mage must have at least 30 points in college
  spells (-3/4), (Conditions skill modifier) (+0).
  Active Cost = 40 points.
END Cost: 1/5”; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 9.

BOREALIS
  With this spell, the body of the Celestial Mage becomes a shimmering, 
insubstantial curtain, much like the northern lights. Those who peer into 
the curtain will be able to perceive the enlarged face of the Mage. This 
spell will only function outdoors, under a star-lit sky.
Power: Desolidification
Modifiers: Only outdoors on a clear night (-1), Not through solid objects
  (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4),
  OAF Star Metal, Unbreakable (-1), Mage must have at least 30 points
  in college spells (-3/4), (Conditions skill modifier) (+0).
  Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 8.

BOW OF SAGITTARIUS
  The archer constellation enables the Magi to fire a magical arrow at a 
target. Upon casting this spell, a faint, silvery bow appears in the hands 
of the Magi, cocked and ready to be released. The magic arrow will appear 
ready strung, then fly toward the target with great accuracy and force, 
even if the Magi is unskilled with a bow. However, this spell will only 
function when Sagittarius is above the horizon.
Power: 2d6 RKA magical arrow
  Active Cost = 30 points.
Power: 15- w/ magical arrow
Modifiers: Linked to RKA (-1/2). Active Cost = 15 points.
Combined: Only when Sagittarius is in sky (-1/2), Requires PRE-based
  (Magic) Skill Roll (-1/2), Gestures throughout (aim at target with bow,
  then release arrow) (-1/4), OAF Star Metal, Unbreakable (-1), Character
  must have at least 30 points in college spells (-3/4), Can be deflected
  like an arrow (-1/4), Extra time - Full Phase (-1/2), (Conditions
  skill modifier) (+0).
END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 9.

COLUMN OF LIGHT
  The Mage warps and focuses all the arriving illumination from a distant 
star to produce a brilliant column of light in the target area. Those 
caught within the beam will be blinded for several phases, and will be easy 
targets for those located nearby in the darkness.
Power: 2d6 Flash to Sight Group
Modifiers: Continuous (+1), Explosion (+1/2); Requires PRE-based (Magic)
  Skill Roll (-1/2), Gestures (-1/4), 1/2 DCV Concentrate Throughout
  (-1/2), OAF Star Metal, Unbreakable (-1), Only when a star is visible
  (-1), Mage must have at least 30 points in college spells (-3/4),
  Side Effects (Light targeted on caster) (-1), (Conditions skill
  modifier) (+0). Active Cost = 75 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 Phase.
Real Cost: 12.

COURAGE OF LEO
  Drawing from the courageous heart of the lion constellation, the Magi can 
use this spell to boost the morale of his comrades when facing a difficult 
task or foe. The raised spirits will persist for several hours. However, 
this spell will cease to function once Leo slides below the horizon. This 
spell is more exhausting to use while indoors.
Power: 2d6 Aid to EGO, maximum +20
Modifiers: Lose 5 active points per hour (+3/4), Ranged (+1/2); Only when
  Leo is in sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2),
  Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4),
  Mage must have at least 30 points in college spells (-3/4), (Conditions
  skill modifier) (+0). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 9.

DARK EYE
  When a Celestial Magi is deep in outer space, he can use this spell to 
locate sources of great magic. Magical sites will emit a silvery twinkle as 
the Magi sweeps his eyes across the sky. However, this spell will not 
function in a planetary atmosphere, so identification of the exact source 
will have to be performed by other means.
  Perception attempts within 8 thousand kilometers are made without 
penalty. The PER is then modified by -2 for each doubling of the range.
Power: Sense Magic, 360 Degrees, +40 Telescopic Sense
Modifiers: Only while in space (-1), Costs END to cast (-1/2), 0 DCV
  Concentrate Throughout (-1), Requires PRE-based (Magic) Skill Roll
  (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), Mage must
  have at least 40 points in college spells (-1), Extra Time - 1 Minute
  (-1-1/2). Active Cost = 75 points.
END Cost: (7); Magic Roll: -7; Casting Time: 5 Minutes.
Real Cost: 10.

FEAST OF SATURN
  By calling upon the powers of the planet Saturn, the Mage can create a 
bountiful feast that will feed up to thirty two individuals. The targets 
will remain sated for a period of up to five hours, as long as Saturn 
remains in the sky.
Power: Life Support, No need to eat or drink
Modifiers: Useable by 32 Others at Range (+2); Only when Saturn is in sky
  (-1/2), Costs END to cast (-1/2), Single Charges lasting 5 hours (-1/4),
  Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (Eat feast)
  (-1/4), OAF Star Metal, Unbreakable (-1), Mage must have at least
  20 points in college spells (-1/2), Extra Time - 5 minutes (-2),
  (Conditions skill modifier) (+0). Active Cost = 15 points.
END Cost: (1); Magic Roll: -1; Casting Time: 5 minutes.
Real Cost: 2.

GRASP OF THE BEAR STAR
  By drawing his power from the constellations of the bear, the Mage is 
able to grab and squeeze a target with considerable strength. However, Ursa 
Major or Ursa Minor must be in the sky in order for this spell to function, 
so the Mage will likely be unable to cast this spell while in the southern 
hemisphere. The Mage must remain focused on his target while maintaining 
this spell, so he is more vulnerable to attacks during that time. This 
spell is more exhausting to use while indoors.
Ursa Major
Power: 20 STR Telekinesis, No fine manipulation
Modifiers: Continuous (+1); Requires PRE-based (Magic) Skill Roll (-1/2),
  Gestures (-1/4), 1/2 DCV Concentrate Throughout (-1/2), x2 END Indoors
  (-1/4), OAF Star Metal, Unbreakable (-1), Only when Ursa Major is in the
  sky (1/2 STR when only Ursa Minor is visible) (-1/2), Mage must have
  at least 30 points in college spells (-3/4), (Conditions skill modifier)
  (+0). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 13.

JOVIAN LIGHTNING BOLT
  The Mage uses the magical energy from the Jovian planet to project a 
powerful bolt of lightning, blasting a line of hexes with electricity. 
(When this spell is used in space, a glowing beam of plasma is created.) If 
the bolt strikes a metal or stone surface, however, it is immediately 
grounded. This spell will only function when the planet Jupiter is in the 
sky, a period lasting about half of each day. This spell is more exhausting 
to use while indoors.
Power: 6d6 Energy Blast versus ED (Lightning)
Modifiers: Area Effect (7” Line) (+1); Only when Jupiter is in sky (-1/2),
  No Range (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures
  (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4),
  Mage must have at least 30 points in college spells (-3/4), Grounded
  by Metal, Earth, or Stone along the path (-1/4), (Conditions skill
  modifier) (+0). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 12.

LIGHT TRAVEL
  When the Magi needs to make a rapid journey between nearby worlds, this 
spell will permit him to travel along a beam of light to the destination. 
Before this can occur, however, the Magi must first find a means to fly 
beyond the edge of the planetary atmosphere. Thereafter he will travel as a 
silvery blur of light across the heavens.
  The Mage will be well protected against the vacuum and cold of outer 
space, even if he falls asleep or loses consciousness. However, he will 
need to renew this spell in order to resume light travel. Once he has 
reached a breathable atmosphere, this spell is cancelled.
Power: Life Support - No need to breathe, Safe in Vacuum/Intense Cold
Modifiers: x2 Difficult to Dispel (+1/4), Persistent (+1/2).
  Active Cost: 36 points.
Power: Faster-than-light travel, 1 LY/Year
Modifiers: Trigger (Reach vacuum) (+1/4), Linked to Life Support (-1/2).
  Active Cost: 25 points.
Combined: Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4),
  1/2 DCV Concentrate (-1/4), OAF Star Metal, Unbreakable (-1), Mage must
  have at least 30 points in college spells (-3/4), (Conditions skill
  modifier) (+0), Cancelled upon reaching breathable atmosphere (-1/4),
  Extra Time - Full Phase (-1/2).
END Cost: (6); Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 13.

METEOR STRIKE
  Called from the sky by the will of the Magi, these fiery bolts hurtle 
down and strike a terrible blow against foes in the target area. Each 
target must be attacked separately, once the spell location is determined. 
The bolts usually disintegrate on impact, often leaving only a bloody scar.
Power: 3d6 RKA
Modifiers: Area Effect (4” Radius, Nonselective Target) (+3/4); Requires
  PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal,
  Unbreakable (-1), Only while outdoors (-1/2), Mage must have at
  least 30 points in college spells (-3/4), Extra Time - 1 Turn (-1),
  (Conditions skill modifier) (+0). Active Cost = 79 points.
END Cost: 8; Magic Roll: -8; Casting Time: 1 Turn.
Real Cost: 16.

NIGHT CHILDREN
  By calling upon the spirit forces of deep space, the Celestial Mage can 
weaken and exhaust his foes for a period lasting several minutes. However, 
this spell has no effect on those creatures that normally stir only in the 
night. This spell is more exhausting to cast when indoors.
Power: 3d6 END Drain
Modifiers: Recover 5/Minute (+1/4); Not against nocturnal creatures (-1/4),
  Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star
  Metal (-1), x2 END Indoors (-1/4), Mage must have at least 30 points
  in college spells (-3/4), (Conditions skill modifier) (+0).
  Active Cost = 37 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 9.

NORMAL GRAVITY
  This useful spell for star travellers allows the Magi, and those within 
his immediate vicinity, to function normally on a high or low gravity 
world. This spell will remain in effect for a full day, after which it will 
need to be renewed.
Power: 15 STR Telekinesis
Modifiers: Area Effect (3” Radius) (+1), No Range (-1/2).
  Active Cost = 55 points.
Power: 5” Flight
Modifiers: Linked to TK (-1/2). Active Cost = 10 points.
Combined: Single Continuous Charge lasting 1 day (+0), Persistent (+1/2);
  Only to adjust surface gravity to normal (-1), Costs END to cast (-1/4),
  Gestures (-1/4), 1/2 DCV Concentrate (-1/2), OAF Star Metal, Unbreakable
  (-1), Mage must have at least 30 points in college spells (-1), Extra
  Time - 1 Turn (-1), (Conditions skill modifier) (+0).
END Cost: (6); Magic Roll: -6; Casting Time: 1 Turn.
Real Cost: 10.

ORION THE HUNTER
  The prominent constellation of the hunter will help the Mage to sense the 
location of a specific life form. However, this spell will only function 
when Orion is above the horizon. This spell is more exhausting to use while 
indoors.
Power: 8d6 Mind Scan
Modifiers: Only when Orion is in sky (-1/2), Requires PRE-based (Magic)
  Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2
  END Indoors (-1/4), Mage must have at least 30 points in college
  spells (-3/4), (Conditions skill modifier) (+0).
  Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 11.

POISON OF SCORPIO
  Using the power of the scorpion constellation, the Magi can inflict a 
lethal poison upon the target. Frequent use of this spell is frowned upon 
by many members of the college, but many find it essential when travelling 
to alien worlds where normal weapons can be inadequate. Unfortunately, the 
first toxin is not always effective against a new alien life form, and the 
spell will need to be varied several times until an effective poison is 
discovered. This spell will only function when Scorpio is above the 
horizon, and is more exhausting to use while indoors.
Power: 1d6 BODY Drain
Modifiers: Continuous (+1), Uncontrolled (+1/2); Only when Scorpio is in
  sky (-1/2), 11- Activation roll until effective against target life form
  (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4),
  OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must
  have at least 30 points in college spells (-3/4), (Conditions skill
  modifier) (+0). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 11.

PORTENT
  Visitors to the night sky are usually a portent of some significant event 
or a horrible fate that awaits the land. This spell allows the Celestial 
Mage to read such signs and gain insight into their meaning. This spell is 
more exhausting to use while indoors.
Power: Precognition
Modifiers: Only to gain a clue to the significance of a celestial event
  (-1), 14- Activation Roll (-1/2), Gestures throughout (-1/2), OAF Star
  Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at
  least 30 points in college spells (-3/4), Side Effects (Failure gives a
  faulty meaning) (-1/2), Extra Time - 5 Minutes (-2), (Conditions skill
  modifier) (+0). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 5 Minutes.
Real Cost: 5.

PURITY OF VIRGO
  By calling upon the purity of the virgin constellation, the Magi can rid 
himself of all types of mundane chemical toxins, from noxious gases to 
poisonous liquids. This spell costs relatively little energy to cast, 
allowing the Magi to use it even when he is weak or exhausted. However, he 
must be able to touch the target when the spell is cast, and it requires a 
full phase before release. This spell will only function when Virgo is 
above the horizon.
Power: 10d6 Dispel Poison
Modifiers: Any Chemical Poison (+1/4), 1/2 END (+1/4); Only when Virgo is
  in the sky (-1/2), No Range (-1/2), Gestures (-1/4), Requires PRE-based
  (Magic) Skill Roll (-1/2), OAF Star Metal, Unbreakable (-1), Character
  must have at least 30 points in college spells (-3/4), Extra time - Full
  Phase (-1/2), (Conditions skill modifier) (+0). Active Cost: 45 points.
END Cost: 2; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 9.

RAM OF ARIES
  Drawing forth the power of the ram constellation, the Magi can use this 
spell to produce a silvery ram of force. This hammer can be used to batter 
a foe, or knock down a heavy barrier. However, this spell will only 
function when the constellation Aries is in the sky. This spell is more 
exhausting to use while indoors.
Power: 24 STR Telekinesis
Modifiers: Double Knockback (+3/4); Only when Pisces is in sky (-1/2), Only
  to punch target (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2),
  Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4),
  Mage must have at least 30 points in college spells (-3/4),
  (Conditions skill modifier) (+0). Active Cost: 63 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 13.

SCALES OF PISCES
  The fish constellation will allow the Mage to function much as an aquatic 
life form, allowing him to breathe underwater and greatly improving his 
swimming ability. However, this spell will only function when Pisces is 
above the horizon. If the constellation begins setting before the Mage has 
returned to the surface, the Mage will experience increasing difficulty in 
breathing underwater, until the spell finally breaks down an hour later. 
This spell is more exhausting to use while indoors.
Power: Life Support: Breathe underwater
Power: +10” Swimming
Modifiers: Only when Pisces is in sky (-1/2), Requires PRE-based (Magic)
  Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1),
  x2 END Indoors (-1/4), Mage must have at least 20 points in college
  spells (-1/2), (Conditions skill modifier) (+0). Active Cost: 5 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 4.

SCUTUM THE SHIELD
  When this spell is cast, a cloud of sparkling lights appears about the 
Mage, protecting him against both normal and draining attacks from the 
front. However, this spell will only function when the constellation Scutum 
appears above the horizon, and is more exhausting to use while indoors.
Power: 6 DEF Force Field
Modifiers: Ablative (-1). Active Cost = 12 points.
Power: +10 Power Defense
Modifiers: Costs END (-1/2), Visible (-1/4), Linked to Force Field (-1/2).
  Active Cost = 10 points.
Combined: Only when Scutum is in the sky (-1/2), Only versus attacks from
  the front (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures
  (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4),
  Mage must have at least 20 points in college spells (-1/2),
  (Conditions skill modifier) (+0).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.

SPELL VOID
  This spell will create a momentary magic vacuum at the target location, 
disrupting spells that were in effect. This spell is much more effective 
when used far away from a planetary surface.
Power: 8d6 Dispel
Modifiers: Any Single Magic Spell (+1/4); Requires PRE-based (Magic) Skill
  Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END
  Indoors (-1/4), Mage must have at least 30 points in college spells
  (-3/4), (+2d6 when at least one diameter away from planet; -2d6 when on
  planet surface) (+0) (Conditions skill modifier) (+0).
  Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 8.

STELLAR SIGHT
  By focusing his ocular abilities during a starry night, the Celestial 
Mage is able to see as clearly as though it were still dusk. He can 
distinguish objects clearly, but is unable to read normal text.
Power: +3 PER Ultraviolet Vision
Modifiers: Only in open star light (-1), Costs END to use (-1/2), Requires
  PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal,
  Unbreakable (-1), Mage must have at least 20 points in college
  spells (-1/2), (Conditions skill modifier) (+0).
  Active Cost = 11 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 2.

STRENGTH OF HERCULES
  Drawing his power from the constellation of Hercules, the Mage can 
greatly increase the strength of the subject for a short time. This spell 
will only function, however, when Hercules is above the horizon. This spell 
is more exhausting to use while indoors.
Power: 2d6 Aid to STR, Maximum +20 STR
Modifiers: Lose 5/minute (+1/4); Only when Hercules is in the sky (-1/2),
  Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star
  Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at
  least 20 points in college spells (-1/2), (Conditions skill modifier)
  (+0). Active Cost = 18 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.

TAIL OF THE COMET
  When this spell is cast, the target area is covered in a thick mist of  
sparkling silver motes that block all sight beyond a few feet. Faint, high-
pitched voices, tinkling like chimes, can be heard in the mist. Those who 
wander into the comet dust can be distracted by the eerie sounds and easily 
lose their way. However, even a slight breeze is sufficient to clear away 
the dust. This spell is more exhausting to use while indoors.
Power: Darkness to Normal Sight, 4” Radius
  Active Cost: 40 points.
Power: Images to Sound
Modifiers: x4 Radius (4”) (+1/2); Linked to Darkness (-1/2).
  Active Cost: 20 points.
Combined: Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4),
  OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must
  have at least 30 points in college spells (-3/4), Dispelled by wind
  stronger than 10 kph (-1/2), (Conditions skill modifier) (+0).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 13.

WARRIOR ARTS OF MARS
  The power of the war planet will greatly sharpen and focus the martial 
abilities of the Mage, allowing him to fight with tremendous skill. This 
spell will only function when the planet Mars is in the sky, a period 
lasting about half of each day.
Power: +4 w/ Hand-to-Hand
Modifiers: Only when Mars is in sky (-1/2), Costs END to use (-1/2),
  Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star
  Metal, Unbreakable (-1), Mage must have at least 30 points in
  college spells (-3/4), (Conditions skill modifier) (+0).
  Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.

WATER OF AQUARIUS
  By syphoning the liquid spirits from the water bearer constellation, the 
Magi can use this spell to create a respectable quantity of water in even 
the most barren location. This spell will function in a vacuum or 
atmosphere, but not in a liquid or solid. In addition, this spell will only 
function when Aquarius is above the horizon. This spell is more exhausting 
to use while indoors.
Power: 2d6 Major Transform, Void into Water
Modifiers: Area Effect (Hex) (+1/2); Only when Aquarius is in sky (-1/2),
  Requires PRE-based (Magic) Skill Roll (-1/2), Gestures throughout (-1/4),
  OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4),  Mage must have
  at least 30 points in college spells (-3/4), (Conditions skill modifier)
  (+0). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 11.

WINGS OF PEGASUS
  With this spell, the constellation of the winged horse will provide the 
Magi with the power of flight, provided he is riding a flightless animal. 
When the spell is cast, the creature will appear to sprout faint wings 
before taking flight. However, this spell will only function when Pegasus 
is above the horizon, and it is more exhausting to use while indoors.
  Note that a mount that has not been trained to fly will have a minimum 
base turn mode of 5” in combat.
Power: 20” Flight (40” non-combat)
Modifiers: Useable by a Mount (+1/4); Only when Pegasus is in the sky
  (-1/2), Only on a flightless animal (-1/4), Requires PRE-based (Magic)
  Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2
  END Indoors (-1/4), Mage must have at least 30 points in college
  spells (-3/4), (Conditions skill modifier) (+0).
  Active Cost = 50 points.
END Cost: 1/5”; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 11.

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                            UNIQUE SPELLS
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STAR SHIP
  This powerful ritual allows the Celestial Mage to propel an entire vessel 
to the stars, while providing minimal life support for those on board. The 
spell will remain in effect for as long as the ship does not land. However, 
the crew of the vessel will need to stock sufficient food and water for the 
voyage, and constant control of the helm and sails will be required to 
maintain the correct heading.
Power: Faster-than-Light Travel, 1 LY/day
Modifiers: Maneuver as if Sailing (+1/4). Active Cost = 175 points.
Power: Life Support: Vacuum/High Radiation, Breathing Self-contained.
Modifiers: Area Effect (9” Radius) (+1); Linked to FTL Travel (-1/2).
  Active Cost = 112 points.
Combined: Useable Against Others (400tn) (+4), 0 END Persistent (+1);
  Dispel upon landfall (-1/4), Costs END to cast (-1/4), Gestures (-1/4), 0
  DCV Concentrate (-1/2), OAF Star Metal, Unbreakable (-1), Sailing Ship
  (-1), Mage must have at least 40 points in college spells (-1),
  Extra Time - 1 Hour (-2-1/2), (Conditions skill modifier) (+0).
  Active Cost = 67 points.
END Cost: 16; Magic Roll: -16; Casting Time: 1 Hour.
Real Cost: 36.

STELLAR NOVA
  Summoning primal matter from the core of a nearby star, the Celestial 
Magi creates a devastating explosion of radiation. Those who view the blast 
will be temporarily blinded by the brilliant flash of light.
  The Magi must be especially careful to cast this spell correctly, or the 
nova will explode in his location. In addition, if the Magi is more than 
twice the distance from the star as the Earth is from the Sun, the END cost 
is greatly increased.
Power: 10d6 Energy Blast
Modifiers: Explosion (+1/2), Penetrating (+1/2). Active Cost = 100 points.
Power: 3d6 Flash to Sight
Modifiers: Explosion (lose 1d6 per 5”) (+1), Personal Immunity (+1/4);
  Linked to EB (-1/2). Active Cost = 67 points.
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Requires PRE-based
  (Magic) Skill Roll (-1/2), OAF Star Metal, Unbreakable (-1), Mage
  must have at least 40 points in college spells (-1), Side Effects (Target
  caster instead) (-1), Increased END when far from star (increase END by
  the whole number of Astronomical Units) (-1/4), Extra Time - 1 Turn (-1),
  (Conditions skill modifier) (+0).
END Cost: 16; Magic Roll: -16; Casting Time: 1 Turn.
Real Cost: 26.

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-- 
 Bob  [[i--bl--e] at [eskimo.com]]