Level
9th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

Throwing a pinch of stardust in the air, you trace a symbol in the sky in front of you to draw upon the power of the stars. Roll a d12. The number you roll determines the power you summon.

1 - Aries. A blazing astral ram appears in front of you. For as long as you maintain concentration on this spell or until the spell ends, you can use a bonus action on your turn to move the ram a total of 50 feet in any direction. Additionally, as an action on your turn, you can make the ram charge forwards 30 feet. All creatures in its path (30 feet long, 15 feet wide) must make a Dexterity saving throw, taking 10d6 fire damage on a failed save or half as much on a successful one.

2 - Taurus. A massive astral bull appears in front of you. For as long as you maintain concentration on this spell or until the spell ends, you can use a bonus action on your turn to move the bull 50 feet in any direction. Additionally, as an action, you can make the bull ram its horns into the ground, causing an earthquake around it. All creatures within 30 feet of the bull when it does this must make a Constitution saving throw, taking 10d6 bludgeoning damage on a failed save, or half as much on a successful one.

3 - Gemini. Two astral humanoids appear above you. For the duration of the spell, any creature of your choice that walks or is within 30 feet of you must make a Wisdom saving throw or be charmed by you. As long as they are charmed like this, you can speak with them telepathically as long as you remain within 30 feet of eachother. They can repeat the save if they ever leave this area, and any creatures affected by this spell are no longer charmed when the spell ends.

4 - Cancer. A large astral crab appears above you. Choose a number of creatures up to your Intelligence modifier within 50 feet of you. For the duration of the spell, you and those creatures get a +2 bonus to AC, advantage on all Constitution saving throws and resistance to all damage. 

5 - Leo. An astral lion, crackling with energy, appears in front of you. For as long as you maintain concentration on this spell or until the spell ends, you can use a bonus action on your turn to move the lion 50 feet in any direction. Additionally, as an action, you can make the lion bite any creature within 10 feet of it. It adds your spell attack bonus to the attack roll. If the attack hits, the target takes 5d6 force damage and 5d6 fire damage.

6 - Virgo. A tall astral woman appears above you. For the duration of the spell, you can use an action on your turn and select one creature within 30 feet of you. That creature recovers 10d6 hitpoints and is cured of any conditions, poisons, diseases or curses afflicting it.

7 - Libra. An astral man holding a scale appears above you. For the duration of the spell, you can use a reaction whenever you take damage from a weapon attack. The creature who made the attack must make a Constitution saving throw, taking 10d6 radiant damage on a failed save or half as much on a successful one.

8 - Scorpio. A large astral scorpion appears in front of you. For as long as you maintain concentration on this spell or until the spell ends, you can use a bonus action on your turn to move the scorpion 50 feet in any direction. Additionally, as an action, you can make the scorpion attack by shooting a glob of poison as a ranged attack. It adds your spell attack bonus to the attack roll. If the attack hits, the target creature and all creatures within 5 feet of it take 10d6 poison damage and must make a Constitution saving throw or be poisoned.

9 - Sagittarius. An astral centaur wielding a starry bow and arrow appears in front of you. For as long as you maintain concentration on this spell or until the spell ends, you can use a bonus action on your turn to move the centaur 50 feet in any direction. Additionally, as an action, you can make the centaur fire a starry arrow into the sky, a shower of arrows then raining down from the heavens. Choose a point within 30 feet of the centaur. Each creature within 20 feet of that selected point must make a Dexterity saving throw, taking 10d6 force damage on a failed save or half as much on a successful one.

10 - Capricorn. A large astral goat appears above you, a fish-like tail replacing its hind legs. For the duration of the spell, any creature of your choice that walks or is within 50 feet of you must make a Wisdom saving throw or be frightened by you. As long as they are frightened like this, they must use their action to take the Dash action and move as far away from you as possible on every turn. They can repeat the save if they ever leave the 50 foot area, and any creatures affected by this spell are no longer frightened when the spell ends.

11 - Aquarius. An astral pot of water appears above you. For the duration of the spell, you can use your action to target a creature within 30 feet of you. The selected creature must make a Dexterity saving throw or be encased in a sphere of water. As long as they encased in the water like this, the creature is deafened and can not use any movement speed other than walking speed. The sphere of water follows the creature, and unless the creature has water breathing, its hitpoint maximum is decreased by 5d6, as is its current hitpoints, at the beginning of each of its turns. When the spell ends, the creatures hitpoint maximum is restored, but their current hitpoints are not restored. You can have a maximum of three creatures affected by this at a time, and if you use it more than three times, the first creature you targeted is released and the new one is taken.

12 - Pisces. Two astral fish appear above your head. For the duration of the spell, you have a passive aura of positivity surrounding you. Any friendly creatures within 30 feet of you recover 2d6 hitpoints at the beginning of each of their turns and have advantage on all saving throws. 

After the spell is finished, whichever astral being you summoned vanishes. If you cast this spell again within 24 hours of any other casting, you must reroll the d12 if you get the same astral being. For example, if you rolled a 1 and summon Aries, after the spell is finished and you decide to cast it again within that same day, you can not summon Aries again and must roll the d12 until you get a different number.

* - (A pinch of stardust, which the spell consumes)

Spell Tags: Summoning

Available For: Wizard (Legacy)

TheNerdiestOfNerds

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