Harnessing Cosmic Energy: Spells of the Celestial Plane

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Celestial spells in Starfinder are a unique form of magic that taps into the power of the stars and other celestial bodies. These spells are often used by mystics and technomancers who have a strong connection to the cosmic forces of the universe. One of the main characteristics of celestial spells is their emphasis on healing and restoration. Many of these spells are designed to restore vitality and health to the caster or their allies. This includes spells that can eliminate fatigue, cure diseases, or even resurrect fallen allies. Another key aspect of celestial spells is their ability to manipulate and control energy.

Celestial spells of Starfinder

Another key aspect of celestial spells is their ability to manipulate and control energy. These spells allow the caster to harness the power of the stars to create destructive blasts of energy or protective shields. For example, they can conjure celestial fire to damage enemies or create a celestial barrier to provide temporary defense.

New spell idea

Basically trying to bring Melfs Minute Meteors into Starfinder and make it more scalable and versatile.

Tiny Celestial Bodies
Level: 1st - 6th
Casting time: 1 Action/1 Bonus Action
Range: Self/Medium(100ft + 10ft/Class level)
Duration: 1 Minute/Class level
Classes: Mystic/Witchwarper
Saving Throw: Reflex Half

You create a number of Tiny Celestial Bodies in your space that resemble marbles of colorful swirling energies which float in the air and orbit you for the spells duration. When you cast the spell - and as a bonus action on each of your turns thereafter - you may choose a number of your Tiny Celestial Bodies to turn into either a Meteor for Fire/Bludgeoning damage or a Comet for Cold/Bludgeoning damage and send the number chosen towards a point you choose within range and line of sight. Creatures in the area must make a reflex save or take 1d6 damage, of the chosen type, for each Tiny Celestial Body expended. A successful reflex save halves the damage and negates any critical hit effect.

1st: When cast as a 1st level spell you create 3 Tiny Celestial Bodies, may expend 1 per bonus action which explodes in a 5ft radius.

2nd: When cast as a 2nd level spell you create 6 Tiny Celestial Bodies, may expend 2 per bonus action which explode in a 5ft radius and push 5ft on a critical hit.

3rd: When cast as a 3rd level spell you create 9 Tiny Celestial Bodies, may expend 3 per bonus action which explode in a 10ft radius and push 5ft on a critical hit.

4th: When cast as a 4th level spell you create 12 Tiny Celestial Bodies, may expend 4 per bonus action which explode in a 10ft radius and push 10ft on a critical hit.

5th: When cast as a 5th level spell you create 10 Tiny Celestial Bodies, may expend 5 per bonus action which explode in a 15ft radius and push 10ft on a critical hit.

6th: When cast as a 6th level spell you create 12 Tiny Celestial Bodies, may expend 6 per bonus action which explode in a 15ft radius and push 15ft on a critical hit.

Celestial spells of starfinder

In addition to healing and energy manipulation, celestial spells also offer spells that can grant enhanced abilities or provide useful utilities. This includes spells that can increase the caster's strength or speed, enhance their senses, or even allow them to teleport short distances. Overall, celestial spells in Starfinder offer a versatile and powerful set of magical abilities that can be incredibly useful in a variety of situations. Whether it's healing wounds, unleashing devastating damage, or providing valuable utilities, these spells are a valuable tool for any mystic or technomancer looking to harness the power of the stars..

Reviews for "The Cosmic Arcanist: Celestial Spells in Starfinder"

1. John - 2/5 - I was really excited to try out "Celestial spells of starfinder" because I love spell-casting games. However, I found this book to be quite disappointing. The spells were not as unique or interesting as I expected, and many of them felt quite similar to spells that already exist in other games. Additionally, the book lacked clear explanations and guidelines for how to use the spells effectively, which made it frustrating to try and incorporate them into gameplay. Overall, I was left feeling underwhelmed by this book and don't think it added much value to the starfinder universe.
2. Emily - 1/5 - I regret purchasing "Celestial spells of starfinder". The spells in this book were incredibly unbalanced and seemed overpowered, making the game feel unfair and unenjoyable. It also seemed like the spell descriptions were poorly written and often confusing, leaving me unsure of what exactly each spell did. I ended up finding more frustration than fun in using these spells, and ultimately decided to stop using the book altogether. I would not recommend this to any starfinder players looking for a balanced and cohesive spellcasting experience.
3. Alex - 2/5 - "Celestial spells of starfinder" fell flat for me. While I appreciate the effort to introduce new spells into the starfinder universe, I found that many of them lacked creativity and didn't add much depth to the gameplay. The spells felt uninspired and unoriginal, making them forgettable in the grand scheme of the game. Furthermore, the book itself felt poorly organized, making it difficult to navigate and find specific spells. Overall, I was left wanting more from this expansion and felt that it missed the mark in delivering truly captivating celestial spells.

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