Astromancy draws its power from various astrological signs. It assumes a deterministic world-view in which the planets indicate patterns into which individuals are locked and events are destined to occur. During the initial training each character selects one or more zodiac signs each of which grants advantages in different areas. However this does not mean the zodiac signs are all different. He is in tune with each astrological sign and significantly influenced by it. It is left up to the GM whether it is caused by cosmic radiation or if the symbols themselves are distant entities.

Step 1: Attributes
Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Artifacts
Knowledge Astral
Knowledge Astrology
Knowledge Geomancy
Knowledge Magic
Knowledge Planar
Step 3: Abilities
Astromancers gain all the following free;

Spellcast - The first sphere the Astromancer learns from is free, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from any sphere of magic and in any combination (except Divine). This is one of the few mages who can learn nearly any spell. Mancers can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 4, 7, 10, 13, 16 and 19. +1 Sanity save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Willpower save at levels 2, 5, 8, 11, 14, 17 and 20. +1 Spell Bonus at levels 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Astromancers start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. The first sign presented is from the Hellenic Zodiac while the second is from the Vedik. It is up to the player which zodiac he follows.

Ability Cost Notes
Aries or Mesha 5 During March 21st - April 20th the mancer gains +1 damage on all his spells each time this is bought, +1 per level.
Taurus or Vrisha 5 During April 21st - May 21st all spell durations increase by +1 round each time this is bought, +1 per level.
Gemini or Mithuna 5 During May 22nd - June 21st the mancer is able to cast all his spells at half the normal cost.
Cancer or Karka 5 During June 22nd - July 22nd the mancer receives an additional +1 to his spell save each time this is bought, +1 per level.
Leo or Simha 5 During July 23rd - August 21st the mancer may summon an Astrological being as an ally. At time during the month he may send it back and summon a new one. The two are always in constant telepathic contact.
Virgo or Kanya 5 During August 22nd - September 23rd the mancer  see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. He can also see a person's aura and tell their power level, state of health, current emotional state, etc.
Libra or Tula 5 During September 24th - October 23rd the mancer can shift his soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level. While in this form he can still use all his abilities and cast any of his spells.
Scorpio or Vrikchika 5 During October 24th - November 21st any enemy who casts a spell against the mancer takes damage from it. The enemy takes double the damage his attack wouldve done to the mancer, +2 per level. If the spell wouldve inflicted no damage then the enemy still takes 1 damage per WIS of the character, +1 per level. The mancer still takes normal damage from any attack.
Sagittarius or Dhanu 5 During November 22nd - December 21st the range for all spells increases by +50% each time this is bought, +50% per level.
Capricorn or Makara 5 During December 22nd - January 19th enemies casting spells at the mancer need to spend twice as much mana to do so. +50% mana each time this is bought, +50% per level.
Aquarius or Kumbha 5 During January 20th - February 18th any spells the mancer casts costs half the normal mana.
Pisces or Meena 5 During February 19th - March 20th the mancer cannot be forcibly removed via banishment, dimensional transport, gateway, portal, or any form of time displacement. 
Step 4: Careers
Possible related careers include; Fortune Teller, Medim, Librarian, Antique seller, Archaeologist, Museum representative, Historian, and Stage Magician.

 

 

Modern Classes