You loudly chant the name of this spell to channel the fundamental force of raw magic into a momentary union between yourself and the higher force of a Wandering Star yet to descend. If you have a Divination school spell prepared of 1st-level or higher that is not a fundamentalism, you make an Intelligence saving throw against your spellcasting DC; on a success you choose which Wandering Star you contact. On a failure or if you do not have a 1st-level or higher Divination school spell that is not a fundamentalism prepared then instead you take 10 psychic damage and roll to determine which Wandering Star you commune with (or alternatively the DM may pick.)
While communing with a Wandering Star, you may choose to tinge all sources of light an occult and aberrant color that matches the light of the star itself; all creatures within aside from yourself that are not Aberrations and are within a source of light or starlight within a mile from where this spell was first cast become subject to the stars Moonscorch, and all light within remains this way for the duration. Each star can relay the following information or grant the following boon, and has the following Moonscorch effect on the light;
Note: Fundamentalism spells are additionally considered a compatible spell school for any class feature that requires a specific school of spell. The following table follows the format of STAR | LORE | COMMUNION EFFECT | MOONSCORCH EFFECT
| Star | Effects |
|---|---|
| Acamar, the Great Devourer | Mightiest in the sky, dead Acamar's devouring void strikes quivering fear even among the stars, dragging scars of nothing through the sky as its wandering kin flee before it. Acamar may be called upon to project the image of that which was swallowed by the void, the things forgotten and the things better left alone between the filaments. | Communing with Acamar requires a cost, the star eternally hungering; the caster must provide the star with information that it does not yet know, and upon doing so may recall in complete accuracy any one creatures name and appearance until the end of their next turn, after which falling under the effect of an indefinite insanity. | Creatures within the devouring black light that die cannot be resurrected by any means short of a Wish spell |
| Caiphon, the Dream Whisperer | Caiphon may be called upon for its guidance, yet it's warned not to overly rely on something as fickle as the star for help. In times of want and hardship, whispers are heard that Caiphon, the Guidestar, hears those prayers that the gods do not. Indeed, when calls for aid grow loud enough, Caiphon's purple light is like to flare upon the horizon, and through fevered visions a mind is bent towards its will. Caiphon has seen what doom awaits your foes, you need only await his guidance to the hour and the place. | For the next minute you gain a +5 bonus to all ability checks and a -5 penalty to all saving throws. This effect is a magical spell of 4th level for the sake of dispelling effects. | Travelers within the purple hazy light have advantage on checks made to navigate towards areas of impending conflict |
| Delban, the Boreal Watcher | White Delban may be called upon to shine brightly in the heart of winter and bestow upon all the cold winter stars cruelty and hate. Delban's light is that of chill and impassive silence, one that slows the roiling pace of mortality, granting a searing clarity and perspective to those who contemplate its motions. The Boreal Watcher is far from indifferent, however, and few can survive even an instant of its curiosity. | All sources of warmth in the area are snuffed and for the duration all land within range of Delban's light is considered Extreme Cold Terrain. A creature exposed to the cold must succeed on a Constitution saving throw against your spell save DC at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. | Cold damage ignores resistance when dealt to creatures within the Moonscorched light. |
| Gibbeth, the Formless Terror | Slain before the dawn of time, noble Gibbeth's green light is seen only in the visions of the mad and the doomed. | While Gibbeth is called upon, you must maintain Concentration to avoid recalling what dwells within the star. When you lose Concentration on this effect or end your turn while not concentrating, formless limbs sprout from your body and lash at you, dealing 1d10 force damage and restraining you until you regain concentration of this ability. You may attempt to return Concentration of this effect by making a DC 10 Intelligence check as part of any standard action once per turn. When you lose concentration on this effect, you may also choose one creature you can see within Gibbeth's light to make an Intelligence saving throw, on a failure becoming hostile towards all creatures it can see and repeating this saving throw at the end of each its turns. On a successful saving throw ending the effect. | A creature within the light that looks at the night sky can't complete a long rest for the next 24 hours |
| Hadar, the Fading Cinder | A dying star, smoldering at the heart of the nebula Ibhar. Hadar's dim ember smolders on the tapestry of night, opposing the decrees of fate as even the gods are unable to, an ever-living reminder that as mighty a foe as death is, there are forces beyond its power. Beneath its seething glow, mortals that feed its dwindling flame with the fires of their own defiance are granted the strength to stave off death's embrace, at least for one more day. | You may target one corpse you can touch within Hadar's light and restore life to it, this creature becomes a facsimile of itself in life made of ash that lasts for 24 hours. After this time passes, the creatures corpse blows away in the wind and not even Wish can restore it to life. | A creature that makes a death saving throw within Hadar's light may expend one hit die to add its Proficiency Bonus to the result |
| Ibhar, the Silent Void | A dark nebula that flares from Hadar's death throes, shrouding its corner of the sky with cosmic ash. | This star does not respond to communion, eternally silent. | Creatures within Ibhar's light have advantage on checks made to hide from pursuers. |
| Khirad, the Radiant King | The blue light of Khirad reveals things hidden and lost to time, and its ascent heralds times of disaster and upheaval. The Radiant King's sapphire light heralds periods of great change, upendings of the entrenched orders, and revelations of truths long hidden from their seekers. Beneath its auspices have miraculous typhoons crushed the fleets of invincible admirals, plagues scoured thousand-year royal lines, and blades in the dark have found their mark even in the halls of the gods. | Khirads light is used for the process of unraveling and unmaking; checks made to dispel magic or destroy items, architecture, infernal or perfect life have advantage while done within Khirad's light. Additionally while communing with this star, you may choose one status effect that no creature in the light can be immune to. You fall under this status effect for the duration as the cost of communion. | Creatures of Level/CR 4 or below have advantage on attacks against creatures of Level/CR 5 or above (all devils are additionally considered creatures of CR 5 or above). |
| Nihal, the Serpent Star | Nihal writhes about with a frenzied energy, winding its way through the steps of some eldritch dance. Strange is the night where Serpent stars rise, and strange moons circle through the skies. But stranger still is Lost Carcosa. | This star does not respond to communion, banished to the ruined form of heaven to eternally glow. Rather, something else responds, an unknowable evil. Creatures that die within the light of Nihal and are then resurrected fall under the effects of a short-term madness, long-term madness, and indefinite madness, each that die additionally doomed to wander the land of Lost Carcosa in the afterlife until their mind is destroyed. | Spells that deal necrotic damage within this yellow light deal an additional die of damage. |
| Ulban, the Wicked Messenger | This comet's approach dulls inclinations toward prudence and self-preservation, inciting an increasingly reckless fervor as it reaches its perigee. | Calling upon this star renders you immune to the frightened condition and gives disadvantage on Wisdom saving throws; additionally you may use Intelligence in place of Charisma checks. For the duration of this effect you additionally lose the ability to recognize danger and naturally appear as disarming towards other creatures. | All creatures within Ulban's frenzying light may use the barbarian's Reckless Attack feature. |
| Zhudun, the Corpse-Star | To those who comprehend its meaning, Zhudun's blank face is a gateway to horror, a revelation of the rotted foundations upon which all existence stands. Zhudun's blank face is a void within the void, a space that abhors space, a window to the maddening Truth. All that is has already been, and never was, a dead image projected inward onto itself. | Communing with Zhudun leaves the caster feeling cold and alone, hollow and absent at their core with a strange fixation on death. If you deal twice a humanoid or beasts Wisdom score in damage with a singular melee weapon attack, for the duration of the spell the creature becomes equally indifferent towards you unless further hostile action is taken. | Creatures within the light with an Intelligence score of 15 or above have disadvantage on saving throws against being Frightened. |
| Allabar, the Opener of the Way | This faint and distant light kindles those stars it conjoins with, intensifying their light and influence upon the world. | This star does not respond to communion, existing only to brighten the other stars around. As such, Allabar cannot be targeted with this spell. | Two other Wandering Stars are brought into ascendance, immediately moonscorching all light within the range of this spell. |
* - (The spell Three having been cast within the last 24 hours)
Previous Versions
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