Astromancer
The lights in the heavens feed your appetite for magical energy. You reach for the stars and draw their glow into you. You bathe yourself in sunlight and shine almost as brightly. You become a master of radiance and use your powers to drive back the darkness.
Level 7 Astromancer
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Astromancy, Spells: One master
Defense against Darkness (Magical): You gain the Produce Light talent from the Astromancy tradition. If you have this talent already, gain a different one from the same tradition. In addition, you can cast the Scorching Ray spell from the Astromancy tradition without expending a casting, even if you don’t know this spell. If you do know it, you make the roll with 1 boon and the spell deals an extra 1d6 damage.
Level 8 Astromancer
Health: +6
Spells: One master
Race to the Stars (Magical): When you cast an Astromancy spell, you can also cause ten motes to appear anywhere you choose within 100 yards, where they remain for 1 minute or until discharged. Each mote sheds dim light. On your turn when you have at least one mote remaining, you can expend 3 yards of movement to teleport to a space within 3 yards of one of your motes. When you arrive at your destination, one mote of your choice created by this spell disappears. Once you use this talent, you lose access to it for 1 hour.
Level 10 Astromancer
Health: +6
Spells: One master
Blinding Presence (Magical): You can use this talent when you cast an Astromancy spell. A flash of bright sunlight erupts from you. Each enemy within 5 yards takes 10d6 damage, and makes a luck roll. On a failure, the enemy becomes blinded (luck ends). Once you use this talent, you lose access to it for 1 minute.