Lines of starlight connect you with a creature within range, forming a brief constellation between you. Make a Ranged spell attack. On a hit, the target takes 1d6 radiant damage, and you can pull yourself toward the target or pull the target toward you (your choice) up to 10 feet in a strraight line. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The pull distance increases to 15 feet at 11th level.
Your hand glows with cold moonlight as you reach for a creature. Make a melee spell attack. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
You conjure a mote of starlight at a point within range. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, your can move the mote up to 60 feet. If you move it within 5 feet of a hostile creature, that creature must succeed on a Constitution saving throw or be unable to benefit from the Invisible condition until the start of your next turn.
You trace a glowing sigil in the air that darts toward a creature you can see within range. The next time the target makes an attack roll or saving throw before the end of your next turn, it must roll a d4 and subtract the result from the total. A creature can only be affected by one zodiac mark at a time.
_Take this reaction when a creature within 30 feet makes an attack roll, ability check, or saving throw._ You reach into the cosmic weave and exchange fortunes between two creatures. Choose two creatures within range (you can be one of them). The triggering creature uses the other chosen creature's roll result instead of its own. Both creatures must be rolling the same type of die (both attack rolls, both saving throws, or both ability checks), though not neccessarily against the same DC.
Faint silver light illuminates your footsteps. For the duration, you have advantage on Wisdom (Survival) checks, you leave no tracks, and you can see clearly in dim light out to 120 feet as if it were bright light. Additionally, you instictively know the direction to any location you've visited before, provided it's on the same plane of existence.
You step through the space between moments, teleporting up to 15 feet to an unoccupied space you can see. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the teleport distance increases by 10 feet for each slot level above 1st.
You touch a willing creature and trace its zodiac sign on its forehead in faintly glowing silver. The mark is invisible to everyone except you and the target. For the duration, the target has Advantage on Initiative rolls. When the target would be hit by an attack it can't see, the mark flares with light, granting +2 AC against that attack. The spell then ends.
A beam of starlight shoots from your hand in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw. On a failure, a creature takes 3d8 radiant damage. On a success, it takes half damage. The first creature that fails its save also emits bright light in a 10-foot radius until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d8 for each slot above 1st.
You touch a willing creature, granting it cosmic perception. For the duration, the target can see normally in magical and nonmagical darkness out to 60 feet. Additionally, when the target makes an Intelligence or Wisdom check, it can roll a d6 and add the result. This bonus cannot be combined with Guidance or Bardic Inspiration on the same roll. Once a creature adds this die to three checks, the spell ends.
A rope of moonlight connects you to a creature within range. The target must make a Strength saving throw. On a failure, it is tethered to you for the duration. While tethered, the creature can't willingly move more than 60 feet away from you. If it tries, it must make a Strength saving throw. On a failure, its movement stops and it takes 2d6 radiant damage. As a bonus action on your turn, you can pull a tethered creature up to 20 feet toward you.
You shift between lunar phases, becoming partially incorporeal. Until the end of your next turn, you gain the following benefits: * You can move through creatures and objects as if they were deficult terrain. You take 1d10 force damage if you end your turn inside an object. * You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. * You can't make attacks or cast spells that affect creatures or objects on the Material Plane.
You call down three motes of starlight that strike points you can see within range. Each mote strikes a point and explodes in a 5-foot radius. Each creature in the area must make a Dexterity saving throw, taking 1d6 radiant damage on a failure or half on a success. A creature in the area of multiple motes makes only one saving throw but takes damage from each mote that affects it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional mote for each slot level above 2nd.
You move with the grace of celestial bodies in their orbits. For the duration, your movement doesn't provoke opportunity attacks, and when you move within 5 feet of a creature, you can force it to make a Dexterity saving throw. On a failure, it is knocked prone. A creature can only be affected once per turn.
_Take this reaction when you or a creature within 30 feet is hit by an attack._ A constellation blazes into existence between the attacker and target, absorbing the blow. The target gains a +5 bonus to AC against the triggering attack, potentially causing it to miss. If the attack misses because of this spell, the target has advantage on its next attack roll against the attacker, provided it attacks before the end of its next turn.
You create a zone where light and darkness exist in strange harmony. A 30-foot radius sphere centered on you is filled with dim light, regardless of existing light conditions. The sphere moves with you. Within this area: * Creatures of your choice have advantage on Stealth checks. * Creatures you designate as enemies have disadvantage on Perception checks and attack rolls against creatures other than you. * Spells of 2nd level or lower that create light or darkness are suppressed while their area overlaps with yours.
You call upon a zodiac constellation to empower or hinder a creature. Choose a creature within range and one of the following: Blessing. The target gains advantage on the first attack roll it makes on each of its turns, and adds 1d4 to all saving throws for the duration. Curse. The target makes a Charisma saving throw. On a failure, it has disadvantage on the first attack roll it makes on each of its turns, and subtracts 1d4 from all saving throws for the duration. It can repeat the save at the end of each turn, ending the effect on a success.
Soft moonlight fills a 15-foot radius sphere centered on you. The sphere moves with you. For the duration: * Creatures of your choice in the area have advantage on saving throws against being charmed, frightened, or possessed. * When a creature of your choice starts its turn in the area, it gains temporary hit points equal to your spellcasting ability modifier. * Shapechangers in the area must succeed on a Constitution saving throw when they enter or start their turn there, or be forced into their true form until they leave.
Illusory stars and moons swirl around you in mesmerizing patterns. For the duration, when a creature starts its turn within 30 feet of you and can see you, you can force it to make a Wisdom saving throw (no action required). On a failure, the creature is Incapacitated until the start of its next turn as it stares at the display. Once a creature succeeds on this save, it is immune to this casting of the spell. Additionally, you have advantage on Charisma (Performance) checks for the duration.
You invoke lunar gravity on a creature. The target makes a Strength saving throw. On a failure, it takes 3d10 force damage and is pulled up to 30 feet directly toward you. On a success, it takes half damage and isn't pulled. If the pull causes the creature to collide with another creature or solid object, both take 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d10 for each slot level above 3rd.
Lines of starlight erupt from the ground around a creature you can see within range, forming a cage of constellations. The target must make a Dexterity saving throw. On a failure, it is Restrained for the duration, suspended within a 10-foot cube of glowing stellar patterns. While Restrained: * The target takes 3d8 radiant damage at the start of each of its turns. * The target can use its action to make a Strength saving throw, breaking free on a success. * The prison has AC 15 and 50 hit points. If destroyed, the spell ends.
You enter a trance and commune with celestial forces. You can ask up to three questions about creatures, objects, or events. For each question, you receive a vision lasting no more than a minute that provides truthful guidance. The visions show subjects symbolically rather than literally. The spell can perceive across any distance on the same plane, but cannot penetrate lead, wards against divination, or areas protected by deities.
You dramatically alter gravity in a 30-foot radius, 50-foot high cylinder centered on a point within range. Choose one effect when you cast the spell: Crushing. Gravity intensifies. Creatures in the area have their speed halved, have disadvantage on Strength and Dexterity checks, and take 2d6 bludgeoning damage when they start their turn in the area or enter it for the first time on a turn. Lifting. Gravity weakens. Creatures in the area can jump three times the normal distance and have advantage on Strength (Athletics) checks to climb. Ranged weapon attacks passing through the area have disadvantage. Falling creatures in the area fall at 10 feet per round and take no falling damage.
You call down a column of starlight on a creature within range. The target must make a Dexterity saving throw. On a failure, it takes 6d10 radiant damage. On a success, it takes half damage. If the target is a shapechanger or a creature disguised by illusion or transmutation magic, it takes an additional 4d10 radiant damage and is forced into its true form until it finishes a short or long rest.
You resonate with cosmic harmony, creating an aura of celestial music. For the duration, you and creatures of your choice within 30 feet of you gain the following: * Immunity to being charmed or frightened. * When affected creatures hit with an attack, they deal an extra 1d8 radiant damage. * When affected creatures make a saving throw against a spell, they can use your spellcasting ability modifier instead of their own ability modifier.
You call down five motes of blazing starlight that hover in the air at a point you choose within range. When a creature moves within 30 feet of the motes or starts its turn there, you can use your reaction to send one or more motes streaking toward it. For each mote, the target must make a Dexterity saving throw, taking 2d10 radiant damage on a failure or half on a success. Alternatively, as a bonus action on your turn, you can move all remaining motes up to 30 feet.
You align yourself perfectly with your zodiac constellation, transcending mortal limitations for the duration: * Refreshed Power: When you cast this spell, you regain all expended uses of your zodiac sign's active ability. * Extra Burst: While the spell lasts, you can use your active ability one additional time without expending a use. * Radiance: You shed bright light in a 10-foot radius and dim light for an additional 10 feet. Once during the duration, if you drop to 0 hit points but aren't killed outright, you can choose to drop to 1 hit point instead. The spell then ends.
Flaming rocks fall from the sky, striking a 20-foot radius sphere centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 4d10 bludgeoning damage and 4d10 fire damage. On a success, a creature takes half damage. The area becomes difficult terrain until cleared. Flammable objects not worn or carried ignite. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both damage types increase by 1d10 for each slot level above 5th.
You invoke the aspect of the Twins, forging a visible tether of starlight between two creatures you can see within range. Each target must make a Charisma saving throw. If either creature succeeds, the spell fails. On a failed save, the creatures are physically and magically bound for the duration. The bond grants the following effects: * Shared Fate. Whenever one bound creature takes damage, the other creature takes force damage equal to half the damage dealt. This damage ignores resistance and immunity. * Orbital Decay. As a bonus action on your turn, you can violently contract the tether. Each bound creature is pulled up to 10 feet directly toward the other. If creatures collides, they take 4d8 force damage and fall Prone.