Aspect Codex

Astrology

Astrology is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

AstrologySpellcastingChargesArcana

What This Aspect Does

Astrology defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Malefic Star

Focus hostile star-magic through your astrolabe or star chart at one creature within range. Make a ranged power attack. On a hit, the target takes 1d6 radiant, force, or psychic damage, chosen when you make the attack.

Tier 0ActionAt-Will

Read the Stars

Consult your chart, deck, or astrolabe. Choose one creature, object, location, or course of action you can perceive. The GM gives one brief sign: favorable, unfavorable, mixed, or unclear. The sign reflects the present trajectory, not a guaranteed future.

Tier 1Bonus ActionAt-Will

Draw the Lesser Sign

Draw a lesser sign for yourself or one creature you can see within range. Choose Balance, Arrow, Bole, Ewer, Spear, or Spire. Once before the duration ends, the target adds 1d4 to one damage roll, attack roll, saving throw, speed check, defense roll, or healing roll appropriate to the sign.

Tier 1ActionAt-Will

Benefic Ray

Call on a favorable star to mend one creature within range. The target regains 1d8 + your INT modifier hit points. If the target is under one of your star sign effects, it also gains temporary hit points equal to the sign die.

Tier 1ReactionAt-Will

Nocturnal Field

When a creature within range takes damage, raise a brief moonlit ward. Reduce the triggering damage by 1d6 + your INT modifier. If the attacker is under an unfavorable omen from you, reduce the damage by an additional 1d4.

Tier 1ActionAt-Will

Star Globe Reading

For the duration, you know true north, have advantage on Arcana or Survival checks made to navigate by celestial signs, and have advantage on checks to identify planar, lunar, solar, or stellar phenomena.

Tier 2ReactionAt-Will

Shuffle the Signs

When a creature within range benefits from or suffers one of your star sign effects, replace it with a different sign of the same strength. The old sign ends and the new sign lasts for the remaining duration.

Tier 2ActionAt-Will

Diurnal Benefic

Call on sun-aligned stars to mend one creature within range. The target regains 2d8 + your INT modifier hit points. The first time the target starts its turn below half hit points before the duration ends, it regains additional hit points equal to your INT modifier.

Tier 2ActionAt-Will

Nocturnal Benefic

Wrap one creature within range in moonlit protection. The target gains temporary hit points equal to 2d8 + your INT modifier. While those temporary hit points remain, the target has advantage on saves against being frightened or charmed.

Tier 2Bonus ActionAt-Will

Minor Arcana

Convert a drawn sign into a minor arcana. Choose one creature within range. If the sign is aggressive, the target takes 2d6 force or radiant damage. If the sign is protective, one creature within range regains 2d6 hit points. If no sign is active, choose the mode when you use this power.

Tier 3ReactionAt-Will

Store the Spread

When you draw a sign, you may store it instead of applying it. You may hold one stored sign at a time. As a bonus action before the duration ends, apply the stored sign to yourself or one creature within 60 ft.

Tier 3ActionAt-Will

Aspected Helios

Release a sunlit restorative pulse. Creatures of your choice in the emanation regain 3d8 + your INT modifier hit points. A target under one of your sign effects also regains hit points equal to the sign die.

Tier 3ReactionAt-Will

Celestial Opposition

When creatures of your choice in the emanation take damage, oppose the impact with moonlit force. Each chosen creature reduces the triggering damage by 3d8 + your INT modifier. A creature under one of your sign effects also gains temporary hit points equal to the sign die.

Tier 3Bonus ActionAt-Will

Essential Dignity

Read a creature’s moment of greatest need. One creature within range gains advantage on the next saving throw it makes before the duration ends. If it is below half hit points when the save is made, it also regains 2d8 hit points.

Tier 4ActionAt-Will

Malefic Conjunction

Choose one creature within range. The target must make a WIS save, taking 5d8 psychic or radiant damage and subtracting 1d6 from its next attack roll or saving throw before your next turn on a failed save, or half damage only on a success.

Tier 4ActionAt-Will

Horoscope Ward

Chart one willing creature’s protective horoscope. Choose STR, DEX, CON, INT, WIS, or CHA. For the duration, the first time the target fails a save using that ability, it may reroll the save and must use the new result.

Tier 4ActionAt-Will

Falling Star

Call a small star down at a point within range. Creatures in a 15-ft. radius must make a DEX save, taking 6d8 radiant or force damage on a failed save, or half damage only on a success.

Tier 4ReactionAt-Will

Fixed Star

When a creature within range would be moved, knocked prone, frightened, charmed, or disoriented, fix its fate in place. The target adds 1d8 + your INT modifier to the triggering save or opposed check.

Tier 5ActionAt-Will

Synastry

Bind the charts of up to six willing creatures within range. For the duration, once per round when a linked creature succeeds on an attack roll, saving throw, or ability check, another linked creature may add 1d6 to the same type of roll before your next turn.

Tier 5ActionAt-Will

Grand Benefic

Creatures of your choice in the emanation regain 6d8 + your INT modifier hit points. Each target may also end one frightened or charmed condition affecting it.

Tier 5ActionAt-Will

Eclipse Omen

An eclipse-sign darkens one creature within range. The target must make a CHA save. On a failed save, it subtracts 1d6 from attack rolls and saving throws for the duration. It repeats the save at the end of each turn, ending the effect on a success.

Tier 510 MinutesAt-Will

Astral Navigation

For the duration, you and chosen creatures in the emanation cannot become lost by mundane means, travel at normal pace through darkness or poor weather, and have advantage on checks to avoid natural hazards, planar drift, and misleading routes.

Tier 6PassiveAt-Will

Astrology Dominion

Your Astrology powers ignore mundane darkness, weather, ceilings, and daylight when reading signs. You can always orient yourself by celestial correspondence, even underground or indoors, unless a Tier 6 or higher effect blocks divination.

Tier 6Bonus ActionAt-Will

Royal Road

Empower one active star sign within range. Its die increases to 1d8, and if the sign affects healing or damage, add your INT modifier to the roll once.

Tier 6ActionAt-Will

Comet Trail

A comet-line burns forward from you. Creatures in the line must make a DEX save, taking 8d8 radiant or force damage and being knocked prone on a failed save, or half damage only on a success.

Tier 6ReactionAt-Will

Opposition Matrix

When a creature within range succeeds on an attack roll, save, or ability check, oppose its chart. The target must reroll and use the lower result unless it succeeds on a WIS save.

Tier 7ActionAt-Will

Stellar Conjunction

Create a favorable conjunction. Chosen creatures in the emanation add 1d6 to their first attack roll, saving throw, or ability check each round. Hostile creatures subtract 1d6 from the first such roll each round while they can see the stellar signs.

Tier 7ActionAt-Will

Meteoric Judgment

Call a meteor-sign down on a point within range. Creatures in a 20-ft. radius must make a DEX save, taking 10d8 radiant, fire, or force damage on a failed save, or half on a success.

Tier 7ActionAt-Will

Rewrite the Chart

Touch one willing creature and temporarily rewrite a minor portion of its chart. Choose one skill or saving throw. For the duration, the target adds 1d4 to checks or saves of that type. Only one rewritten chart can affect a creature at a time.

Tier 7ReactionAt-Will

Star-Crossed

When a creature within range hits with an attack or succeeds on a save, declare it star-crossed. It must make a CHA save. On a failure, the success becomes a failure or the hit becomes a miss.

Tier 8Action1/Long Rest

Greater Conjunction

A rare conjunction fills the battlefield. Chosen creatures in the emanation have advantage on saving throws and add 1d8 to one attack or healing roll each round. Hostile creatures subtract 1d8 from their first saving throw each round.

Tier 8ActionAt-Will

Starfall

Stars fall across a 30-ft. radius sphere within range. Creatures of your choice in the area must make a DEX save, taking 12d8 radiant or force damage on a failed save, or half damage only on a success.

Tier 8ReactionAt-Will

Prophetic Immunity

When a creature within range fails a saving throw, reveal that the chart showed another path. The target rerolls the save with advantage. If it succeeds, it also gains temporary hit points equal to 4d8 + your INT modifier.

Tier 810 MinutesAt-Will

House of Fortune

Consecrate a chamber, camp, ship, or shrine as a house of fortune up to 100 ft. across. Chosen creatures resting there gain advantage on the first saving throw they make after finishing the rest, and the GM gives one omen about the next major danger they are likely to face.

Tier 9PassiveAt-Will

Sovereign Astrology

Your Astrology powers ignore mundane concealment of the sky and cannot be confused by false stars, mundane maps, or ordinary illusions. Effects below Tier 9 cannot hide a creature’s broad fate-pattern from your divinations unless it is divine or story-protected.

Tier 9Action1/Long Rest

Grand Cross

A grand cross locks fate across the field. Hostile creatures of your choice in the emanation must make a WIS save or be cursed for the duration. A cursed creature subtracts 1d10 from its first attack roll or saving throw each round and cannot benefit from advantage against your Astrology powers.

Tier 9ActionAt-Will

Meteor Crown

A crown of starfire forms above you. Once per turn when you use an Astrology power that heals, protects, damages, or curses, add 2d8 to one roll made by that power. You shed dim starlight in a 30-ft. radius.

Tier 9ReactionAt-Will

Name the Hour

When a creature within range makes an attack roll, saving throw, or ability check, name the hour of its success or failure. Choose success or failure, then make an INT check against the target’s save DC. On success, the roll becomes the chosen outcome unless a Tier 9 or higher effect contests it.

Tier 10Bonus ActionAt-Will

Avatar of the Stars

Become a living constellation. For the duration, you fly 30 ft., resist radiant, force, and psychic damage, and your Astrology powers heal, damage, reduce, or modify rolls by an extra 4d10 once per turn.

Tier 10Action1/Long Rest

Stars Rewrite Fate

For the duration, chosen allies in the emanation add 1d10 to attack rolls, saving throws, and healing rolls once per round. Hostile creatures subtract 1d10 from the first attack roll or saving throw they make each round while they can perceive the omen.

Tier 101 Hour1/Long Rest

Constellation Gate

Chart a regional conjunction. Roads align, lost travelers find signs, armies march by auspicious stars, hidden routes reveal themselves, or a city is protected by warnings and omens. This is story-scale and affects travel, warning, morale, navigation, and fate pressure but does not directly deal combat damage.

Tier 10Action1/Ever

Omniscience

Declare a mythic astrological truth tied to a kingdom, prophecy, eclipse, bloodline, war, lost road, dead star, or impossible birth-chart. Define its principle with the GM: the prophecy no one can outrun, the star that names the heir, the chart that finds the hidden city, or the omen that ends a war. It can be opposed only by Tier 10 fate magic, divine intervention, absolute secrecy, or a story condition set when declared.

Characters With This Aspect

Capricorn

Ava Manticore

Ava Manticore, known as Capricorn, was an infernal noble of the Manticore family who chose danger over comfort. As a member of Jolly’s Vultures, she earned a reputation for precision dueling, high-risk relic retrieval, and surviving contracts most adventurers would refuse. Tied to Dreadport, Centrum, and the Queefdom’s noble circles, Ava moved easily between refinement and Violince. She vanished during the Vultures’ final expedition, leaving no confirmed remains and too many unanswered questions.

Deceased (presumed)InfernalAstrology

Lotus

Lotus

Lotus is a high elf senior monk of the Equinox Vale, respected for technical brilliance and feared for the severity behind it. A master of Astral Self discipline, they teach projection, precision, and spiritual control with an uncompromising belief that the soul itself reveals hierarchy. Their record in sanctioned duels remains unbroken, and their astral limbs turn philosophy into force when instruction fails. As a former mentor to Ash Stonefist and a harsh examiner of younger monks, Lotus represents the Vale’s authoritarian strain: balanced in form, rigid in judgment, and ready to fracture the order to preserve what they call purity.

AliveElfAstrology

Magus

Virgil Grey

Maine — M.A.I.N.E. is a Hexelf/forged survivor of the M.A.I. experiments whose Whispering, warlock path, and detective instincts make them both investigator and living evidence of Centrum’s hidden failures. Their relevance comes through trauma turned into tactics, with active hooks around tsunami guilt, multiple Maine variants, Tono and PP5, Bauble and the Reborn, Lawful accusations, Arthur’s MAI revelations, Vithyrex heart pieces, and the arrival at Bones’s cemetery beside Enemy and another variant.

ResurrectedElf (Whisp)Astrology

Tarot

Poe

Imported character from the Character Data sheet.

UnknownHumanAstrology

Zodiac

Faephine Moonhold Pringle

Faephine Moonhold Pringle, known as Zodiac, is an elven astrologian noble of Point Pringle whose calm manner hides a mind trained to read fractures in the heavens. Schooled through Poe’s rare stellar tradition, she studies fate-threads, dream patterns, void tears, and temporal distortions with the precision expected of Moonhold blood. Her marriage to Eveline Pringle places her within one of Point Pringle’s most volatile lineages, but Faephine is more than a stabilizing ornament. She is the one watching the stars for warnings no court would believe until too late.

AliveElfAstrology

CD

Auric

A failed merchant with a background in Astrology and Healing, Auric teamed with the Pink Pony Girls in the Whispwoods and ventured with them through a portal to a time-altered version of Gertie's Forge to help the team figure out how to enter the Forge in the present time and save K'Zhara Flamehand and the other surviving Embersmiths.

UnknownElfAstrology