Chapter One: The Impact Site
a luminosity. A character can accumulate multiple luminosities, if desired. A luminosity has a base effect upon the character possessing it (see below), and she may “cash it in” in one of three ways. Until utilized, the luminosity remains in the astromancer’s system. Simply holding unfettered thaumeteoritic energy in her body grants a character +2 hit points per luminosity. These hit points are bonus hit points, and are added directly to the character’s hit point total. Treat them as normal hit points, although if the character expends luminosities to produce any of the effects described below, those hit points immediately fade, and could result in the character going to 0 hit points or below, if she is already hurt. A luminosity can provide a +4 bonus on the astromancer’s next saving throw. The character can expend a luminosity for this purpose as a free action, quickly enough to apply it to a saving throw she makes outside her own turn. The character can apply multiple luminosities to a single saving throw, if desired. A luminosity can provide a +10 bonus to an astromancer’s spell resistance against the next spell cast at the character. The character can expend a luminosity for this purpose as a free action, quickly enough to gain spell resistance against a spell cast at her outside her own turn. This spell resistance stacks with any other spell resistance the character may have, and she can utilize multiple luminosities to provide spell resistance of +20, +30, or higher. Finally, a luminosity can be converted into destructive energy, providing the astromancer with an extra 5d6 plasma damage on the next damaging spell she casts. These damage dice do not count toward the base spell’s damage maximum. This is a standard action that draws an attack of opportunity. Any conversion of a luminosity into one of the above effects described depletes the unfettered energy from that luminosity from the astromancer’s body. However, if an astromancer is killed before she has expended all her stored luminosities, her body releases a plasma burst in a 20-footradius spread, dealing 3d6 points of plasma damage per stored luminosity (no save).
Psionic Characters and Astromancy Psionic characters also benefit from learning astromancy, though some of the benefits are different. Below are changes in name and function of feats and granted abilities, as appropriate, to psionic characters created using the Psionics Handbook. Astromancy† Feat: As a spellcaster, except the prerequisite for a psionic character is manifester level 1+, while the competence bonus for dealing with all things astromantic is equal to the character’s Psicraft bonus. Startide Flux: As a spellcaster, except in addition to the benefits noted, psionic characters who gain the benefit from a successful flux check may also scale up a damaging power
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by an additional +2 dice if an additional 2 power points are expended (if you are using the power scaling variant rule described in either If Thoughts Could Kill or Mindscapes). All other scaling rules remain constant. Astromancy Spells: As a spellcaster, except the psionic character gains access to a list of powers that mirror the spell list granted to spellcasters. Psionic maniChecklist festers must maintain Determine the extent of astromancy a focus to retain knowledge among the local popuknowledge of these lace and NPCs. powers just like spell Determine initial damage of thaumeteorite impact. casters. The new powers are considered to Determine EMP effects. come from the mani Determine length of local weather cooling. fester’s primary disci Determine presence of acid rain. pline. Determine presence of Unfetter Energy† changestorms. Feat: As a spellcaster, Determine extent of wildfires. except the option for Determine distribution of bombs gaining spell resistand molten elementals. ance is a psion’s Determine distribution of meteoritic iron and thaumeteoritic iron. option for gaining Determine lava-cooling time in crater. power resistance Determine distribution of tektites (which only matters in crater. in a “Psionics Are Different” campaign). Skyfire† Feat: As a spellcaster, except the damage of the plasma burst generated is equal to 1d6 points per power point expended. A psionic character cannot spend more power points on a plasma burst than she has manifester levels. A psionic manifester cannot scale a plasma burst using the variant scaling rules. The Reflex save DC to take half damage is equal to 10 + manifester’s relevant ability modifier + 1 per 2 power points expended. Plasma Surrogate† Feat: As a spellcaster; half the damage of an energy power is normal damage, and half is plasma damage. If the scaling variant is used, the same rule applies. Luminous Storage† Feat: As a spellcaster, except a psionic manifester designates a power she can manifest, which she can now manifest freely once per day from her focus.
Engram Arks The third type of meteorite, known as an engram ark, comes from a strange and unique source. Although engram arks share many of the characteristics of the other two types of meteorites, they are different and unusual in many ways.
Ark Origins There is a force in the multiverse known as the Dark Plea. Some believe it to be merely a malign psychic force that can