Accretion [Light]
Superior: Night
Inferior: Declination, Gravity, Orbit, Spin
Target: One creature at Close range
Duration: 1 round/level
Effects: The target draws in mass from around itself, increasing in size while the infalling mass gives off its excess energy as light. For the duration, the target's height quadruples, and its weight is multiplied by 16. This causes the creature’s size category to increase by two. The target gains a +4 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), a +2 size bonus to Constitution, and a -2 penalty on attack rolls and AC due to its increased size. The target’s speed does not change, but its space and reach are increased as appropriate to its new size. If insufficient room is available for the desired growth, the target attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the phenomenon cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by this effect. Melee and projectile weapons the creature wields deal more damage due to the increase in size, but other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Multiple magical effects that increase size do not stack. Finally, an affected creature sheds light as a torch for the duration of the effect.
Conjunctions Lost: Gravity, Spin
Conjunctions Gained: Azimuth, Stars
Albedo [Light]
Superior: Sheltered
Inferior: Phase
Area: 10 ft/level radius emanation
Duration: 1 round/level
Effects: The world around you reflects light from the Sun. Change the [Sheltered] Conjunction to the [Day] Conjunction for the duration. Suppress all darkness effects of 3rd level or lower in the area for the duration.
Conjunctions Lost: Phase
Conjunctions Gained: Occultation
Apogee [Cold]
Superior: Night
Inferior: Azimuth, Orbit, Spin
Area: 20 ft/level radius emanation
Duration: 1 round/level
Effects: The world is at its furthest point from the Sun during its orbit. Creatures within the area take 2d6 cold damage per round for the duration (Fort save for half damage).
Conjunctions Lost: Azimuth
Conjunctions Gained: Moon
Asteroid EncounterSuperior: Day or Night
Inferior: Azimuth, Declination, Gravity, Occultation, Orbit, Phase, Stars, Transit
Area: See text
Duration: See text
Effects: An asteroid falls from the sky, causing a wide-spread calamity when it impacts. The asteroid creates an impact crater of radius 100 feet per Observer level, centered on a square within Long range. All creatures within the area take 2d6 bludgeoning and fire damage per level (Reflex save for half damage); you receive a +5 bonus on the save, and have the Improved Evasion ability against the effect. The area within the crater permanently becomes difficult terrain. The smoke, dust, and debris thrown into the air by the impact create a cloud in the air which blocks light; reduce the ambient light within 1 mile per level by 50% for 1 week per level. In addition, the poor air quality and residual effects of the impact make flourishing more difficult -- within the area of the cloud, creatures must make a Fortitude save each day until the cloud disperses. Failure means that they do not receive natural healing.
Conjunctions Lost: All
Conjunctions Gained: Sheltered, Spin
Aurora [Light, Mind-affecting, Pattern]
Superior: Night
Inferior: Gravity, Occultation, Spin
Area: 10 ft/level radius emanation
Duration: 1 round/level
Effects: Enemies within the area must make a Will save or be fascinated for the duration by the shimmering lights in the sky. Sightless creatures are not affected. Creatures for whom the fascination is broken automatically due to an obvious threat must roll a 1d4, and make a Will save once that many rounds has passed, or become fascinated again (as long as the effect is still active).
Conjunctions Lost: Spin
Conjunctions Gained: Phase
Big BangSuperior: Any
Inferior: Azimuth, Declination, Gravity, Orbit, Phase, Spin, Stars
Area: 30-ft-radius burst at Long range
Duration: See text
Effects: You look through space and time to the beginning of all things, the great cataclysm which formed the Universe. Creatures within the area take 2d4 damage per level (Fort save for half damage) as the energy of that cataclysm pours through them. Creatures which fail their Fort saves are also blinded permanently and dazed for 1d6 rounds, or dazzled and staggered for 1d6 rounds on a successful save.
Conjunctions Lost: Declination, Orbit, Phase
Conjunctions Gained: Occultation, Transit
Big CrunchSuperior: Any.
Inferior: Azimuth, Declination, Gravity, Occultation, Phase, Spin, Stars, Transit
Area: 50-ft-radius burst at Long range
Duration: 1 round/level
Effects: You can foresee the end of the Universe as a widespread gravitational contraction, crushing all matter into a single point. All movement speeds within the area are reduced to 0; creatures caught within the burst are unable to make attacks, and are denied their Dexterity bonus to AC. Any creature flying in the area via a natural fly speed instead of by a spell or similar effect is forced to the ground, and takes 1d6 damage for every 10 feet it falls. Creatures within the area are instantly crushed, taking 2d6 points of damage per level (Fort save for half damage).
Conjunctions Lost: Occultation, Phase, Transit
Conjunctions Gained: Orbit
Black HoleSuperior: Any
Inferior: Azimuth, Declination, Gravity, Occultation, Orbit, Spin, Transit
Area: 10 ft/level radius spread at Long range
Duration: 1 round/level
Effects: A black hole appears, drawing creatures inexorably inward. Each round at the beginning of your turn (and on the turn you observe this phenomenon), all creatures and unattended objects within the area are automatically bull rushed in a straight line towards the black hole in the center of the area, with a bull rush bonus equal to your Intelligence modifier (objects have a bonus to the opposed Strength check equal to their weight divided by 10). The bonus against a given creature increases by +1 for every 10 feet that the creature is from the edge of the area, and creatures gain no bonuses or penalties from being larger or smaller than Medium size. Creatures of any size may be bull rushed this way. A creature that attempts to move away from the black hole must make an opposed Strength check against the black hole to do so, with the black hole using the same modifier it uses for a bull rush. Any creature which reaches the black hole (which occupies a cube at the center of the area that is 5 ft/4 levels on a side, minimum 5 feet) takes 1d6 damage per level (Fort save for half damage) each round that it remains at the center; a creature that dies due to this damage is crushed into a single point, preventing that creature from being raised or resurrected by anything less than a
miracle,
wish, or
true resurrection spell.
Conjunctions Lost: Azimuth, Declination
Conjunctions Gained: Phase, Stars
BlueshiftSuperior: Any
Inferior: Orbit, Transit
Target: 1 willing creature/level within Close range, no two of which may be more than 30 feet apart
Duration: Instantaneous
Effects: You observe that objects become bluer as they move toward from you. Each target can immediately move up to their base speed; this movement provokes attacks of opportunity as normal. A target can move in whatever trajectory it likes, as long as its destination square is closer to you than its original square. Creatures may not take any other actions while moving due to this phenomenon.
Conjunctions Lost: Any one
Conjunctions Gained: None
Cosmic RaysSuperior: Any
Inferior: Any
Target: One creature within Medium range
Duration: Instantaneous
Effects: Target creature takes 1d4 points of damage per Observer level as high-speed ions bombard its body. The target may make a Fortitude save for half damage. Unlike other phenomena, you can observe this phenomenon multiple times in the same encounter.
Conjunctions Lost: None
Conjunctions Gained: None
Dark EnergySuperior: Any
Inferior: Azimuth, Declination, Gravity, Occultation, Stars, Transit
Area: 60-foot-radius spread at Long range
Duration: 1 round/level
Effects: The expansion of the Universe is accelerating. Distances between objects within the area are increased dramatically, which effectively reduces speed, maximum range for ranged attacks, and range for spells to 5', as well as reducing melee reach to 0', for all creatures in the area. 5' steps are entirely impossible, and spell and spell-like effect areas within this phenomenon's area are reduced to affecting a single 5' square adjacent to the caster. Ranged attacks are made as if at 5 range increments for the purpose of determining range penalties.
Conjunctions Lost: Gravity, Occultation, Transit
Conjunctions Gained: Orbit, Phase
Dark MatterSuperior: Any
Inferior: Azimuth, Declination, Gravity, Moon, Stars, Transit
Area: 40-foot-radius burst at Long range
Duration: 1 round/level
Effects: Creatures in the area are caught in a shifting field of variable-density dark matter. Every creature within the area must make a grapple check, opposed by the grapple check of the dark matter. Treat the dark matter grappling a particular target as a Large creature with a base attack bonus equal to your Observer level and a Strength modifier equal to your Intelligence modifier. The dark matter cannot be interacted with other than via the grapple check, but does not deal any damage to creatures caught in the grapple, merely holding them in place. Any creature that enters the area of the phenomenon is immediately grappled by the dark matter. Because the dark matter grapples creatures with pure gravity, it can grapple creatures affected by
freedom of movement or similar abilities, though such creatures receive a +5 bonus on grapple checks against the dark matter. Incorporeal creatures are not grappled by the dark matter. Any corporeal creature in the area which is not grappled is entangled instead.
Conjunctions Lost: Gravity, Moon, Stars
Conjunctions Gained: Occultation, Phase
DispersionSuperior: Any
Inferior: Azimuth, Phase, Stars
Target: Creature touched
Duration: 1 round/level
Effects: The image of your target separates into its component colors as the light waves move at different speeds, resulting in multiple disorienting figures of slightly different colors. The figments stay near the target, and disappear when struck. The target throws off 2d6 images, which separate from it and remain in a cluster, each within 5 feet of at least one other figment or the target itself. The target (and other figments) can move into and through a figment without disrupting it. When the target and an image separate, observers can’t use vision or hearing to tell which one is the target and which the image -- the figments mimic the subject's actions exactly. While moving, the subject can merge with and split off from figments so that enemies who have learned which image is real are again confounded.
Enemies attempting to attack or cast spells at the subject must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + the subject's size modifier + the subject's Dex modifier. Figments seem to react normally to area effects (such as looking like they’re burned or dead after being hit by a
fireball). An attacker must be able to see the images to be fooled; if the subject is invisible or an attacker shuts his or her eyes, the images have no effect. (Being unable to see carries the same penalties as being blinded.)
True seeing and similar effects can pierce the figments as if they were an illusion effect.
Conjunctions Lost: Phase
Conjunctions Gained: Moon
Dust OutflowSuperior: Night
Inferior: Azimuth, Declination, Moon, Occultation, Phase, Stars, Transit
Area: 60-foot cone
Duration: 1 round and 1 round/level
Effects: A cone of interstellar dust flows from you, surrounding your enemies, and remains stationary for the duration. This dust causes creatures caught in the area to cough and choke; affected creatures must make a Fortitude save each round on their turn or be dazed for 1 round. In addition, the dust obscures all sight, including darkvision, beyond 5 feet, for 1 round/level. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A strong wind (21+ mph) disperses the dust in 4 rounds, while a severe wind (3s1+ mph) disperses the dust in 1 round.
Conjunctions Lost: Azimuth, Declination, Moon
Conjunctions Gained: Orbit
EccentricitySuperior: Any
Inferior: Orbit
Area: 15-foot-radius emanation
Duration: 1 round/level
Effects: Circular trajectories elongate into ellipses, which become parabolas and then hyperbolas. Creatures within the area gain a bonus to AC against ranged attacks equal to +2 + half your Observer level (rounded down).
Conjunctions Lost: Orbit
Conjunctions Gained: Gravity
Electromagnetic DiscontinuitySuperior: Any
Inferior: Azimuth, Declination, Spin, Stars
Effect: Translucent sheet up to 40 ft long and 20 ft high, at Medium range
Duration: 1 round/level
Effects: A shimmering break in the electromagnetic field stops the transmission of energy. This phenomenon grants total cover against energy effects, blocking line of effect for any effect with the Acid, Air, Cold, Earth, Electricity, Fire, Force, Shadow, Sonic, or Water descriptor, though it does not block line of sight.
Conjunctions Lost: Azimuth, Declination
Conjunctions Gained: Gravity
Event HorizonSuperior: Any
Inferior: Azimuth, Declination, Gravity, Moon
Area: 20-foot-radius emanation at Medium range
Duration: 1 minute/level
Effects: A gravitational information barrier exists around the area, preventing light and sound to pass through. Anyone looking into the area from outside sees pure blackness, which darkvision (or even the ability to see through magical darkness) cannot penetrate. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside cannot see or hear out, either. Divination (scrying) spells cannot perceive anything within the area, and those within are immune to
detect thoughts. The event horizon prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a
sending or
message spell, or telepathic communication, such as that between a wizard and her familiar. The spell does not prevent creatures or objects from moving into and out of the area.
Conjunctions Lost: Moon, Gravity
Conjunctions Gained: Occultation
Flocculus [Light]
Superior: Day
Inferior: Occultation
Target: Creature touched
Duration: 1 round/level
Effects: Small patches of extra brightness on the Sun's surface break through the gloom. For the duration, the target can see through magical darkness (though he cannot see through normal darkness unless he has other means to do so).
Conjunctions Lost: Occultation
Conjunctions Gained: Spin
Gamma Ray BurstSuperior: Any
Inferior: Gravity, Orbit, Phase, Spin, Stars
Target: One creature within Medium range
Duration: Instantaneous
Effects: A burst of extremely high-energy photons from a dying star streams through the air, slamming into your target and scattering its particles in all directions (an effect called Cherenkov Radiation). The target takes 1d10 points of damage per Observer level, and bursts of bluish light erupt, striking all creatures within 10 feet of the original target for half the original amount of damage. Creatures which make a Fortitude save take half damage.
Conjunctions Lost: Gravity, Orbit, Phase
Conjunctions Gained: Azimuth, Declination, Transit
Gas GiantSuperior: Any
Inferior: Gravity, Moon, Orbit
Area: 60-foot-radius sphere
Duration: 1 round/level
Effects: The ground and any unattended inanimate objects disappear for the duration, and the sphere is filled with a featureless fog and
no gravity (replacing any existing gravity trait in the area for the duration). The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance), while creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). With no gravity, creatures simply float in their previous position, though a creature can make a Swim check (DC equal to the DC for this phenomenon) to move up to one-quarter of their speed as a move action. Fly speeds do not function within the sphere. When the effect ends, any creatures below the surface of the returning ground (if applicable) are shunted directly upwards to the surface, and end up prone; objects are also shunted to the surface, as necessary. Creatures in the air fall when gravity returns, suffering falling damage as normal.
Conjunctions Lost: Gravity
Conjunctions Gained: Phase
Gravitational LensSuperior: Day or Sheltered
Inferior: Azimuth, Declination, Gravity, Occultation, Phase, Spin, Stars, Transit
Range: Medium (100 ft + 10 ft/level)
Duration: Concentration
Effects: A dense clump of matter concentrates sunlight into an area chosen by you, anywhere within range. For everywhere within range other than the area of effect, the illumination is reduced by 95% (there is a little illumination from scattering and reflection). The effect where the sunlight is concentrated depends on how tight the focus is, and on the ambient conditions, as described in the table below. While observing this phenomenon, you may change the position of the focused area once per round as a free action.
Ambient light | Area of Effect |
| 5' square | 5' radius | 10' radius |
Within 1 hr of noon, clear | Blinding light, 2d8 damage/level/round, soft metals melt, anything that can burn catches fire | Blinding light, d8 damage/level/round, Reflex save or catch fire | Blinding light, d8 damage/2 levels/round, Reflex save or catch fire |
Daytime, clear | Blinding light, d8 damage/level/round, Reflex save or catch fire | Blinding light, d8 damage/2 levels/round, Reflex save or catch fire | Blinding light, d8 damage/4 levels/round, Reflex save or catch fire |
Twilight, clear | Blinding light, d8 damage/4 levels/round, Reflex save or catch fire | Blinding light, unattended flammable materials catch light in 2 rounds | Dazzling light, unattended highly flammable materials catch light in 4 rounds |
Within 1 hr of noon, heavy cloud | Blinding light, 2d6 damage/level/round, Reflex save or catch fire | Blinding light, d6 damage/level/round, Reflex save or catch fire | Blinding light, d6 damage/2 levels/round, Reflex save or catch fire |
Daytime, heavy cloud | Blinding light, d6 damage/2 levels/round, Reflex save or catch fire | Blinding light, d6 damage/4 levels/round, Reflex save or catch fire | Blinding light, unattended flammable materials catch light in 2 rounds |
Twilight, heavy cloud | Dazzling light, unattended highly flammable materials catch light in 4 rounds | Dazzlng light | Brightly illuminated |
Conjunctions Lost: Declination, Spin, Stars
Conjunctions Gained: Moon, Orbit
Gravity WaveSuperior: Any
Inferior: Gravity
Area: One 5-foot cube/level at Close range (cubes must be contiguous)
Duration: 2 rounds
Effects: A slow-moving gravitational fluctuation passes through the area. On the first round, the gravity in the area increases significantly. Balance, Climb, Jump, Ride, Swim, and Tumble checks incur a -2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. Creatures flying due to natural fly speeds (i.e., not magical) have their altitude reduced by half, and creatures who fall take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.
On the second round, the gravity decreases significantly instead. Creatures take a -2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks. Falling creatures take 1d4 points of damage for each 10 feet of the fall (maximum 20d4).
Conjunctions Lost: None
Conjunctions Gained: Spin
Great AttractorSuperior: Any
Inferior: Azimuth, Gravity
Target: 1 creature within Close range
Duration: 1 round/level
Effects: Your opponent's mass causes a gravitational anomaly, drawing in nearby objects. Attacks made against your target gain a bonus equal to your Observer level divided by 3 (rounded down, minimum +1) for the duration. In addition, your opponent must make a Reflex save, or have any miss chance applied to attacks made against them reduced by 20% (to a minimum of 0%) for the duration.
Conjunctions Lost: Azimuth
Conjunctions Gained: Moon
Heat DeathSuperior: Any
Inferior: Azimuth, Declination, Gravity, Moon, Occultation, Orbit, Phase, Spin, Stars, Transit
Area: 30 ft-radius burst at Medium range
Duration: Instantaneous
Effects: The Universe is smeared into a grey wasteland, with maximum entropy, unsustainable to life. All creatures in the area take 2d4 damage per level (Fortitude save for half damage) as their constituent particles attempt to separate. In addition, the entire area is replaced with a featureless sea of inert matter which draws away life. All landscape and unattended objects disappear, while the planar traits in the area are changed to Major Negative Energy Dominant, No Gravity, and Dead Magic. Creatures which die due to the Negative Energy trait do not become undead, but simply crumble to dust, as if disintegrated.
Conjunctions Lost: Gravity, Moon, Occultation, Spin, Stars
Conjunctions Gained: None
Hypernova [Fire]
Superior: Day or Night
Inferior: Azimuth, Declination, Gravity, Moon, Occultation, Phase, Stars, Transit
Area: 45 ft radius burst at Long range
Duration: Instantaneous
Effects: The massive detonation of an enormous star burns your enemies alive. Creatures, unattended objects, and structures within the area take 3d6 damage per level (Reflex save for half damage), half of which is fire damage. Hardness applies to this damage. Any creature, unattended object, or structure reduced to 0 or fewer hit points by this phenomenon is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. In addition, all creatures within 1 mile of the explosion must make a Fortitude save or be blinded and deafened for 1d10 rounds.
Conjunctions Lost: Azimuth, Declination, Moon, Stars
Conjunctions Gained: Orbit, Spin
Jovian SatellitesSuperior: Night
Inferior: Moon, Occultation, Orbit, Spin, Transit
Target: Touched creature
Duration: 1 round/level
Effects: The target gains a number of moons which orbit around it, providing protection and crashing into nearby creatures. All ranged attacks and targeted spells made against the target while this phenomenon is in effect suffer a 20% miss chance from the orbiting satellites. In addition, the moons threaten all squares within 20 feet of the subject, and can make attacks of opportunity against creatures which move through them. The moons can make any number of AoOs in a round; they have an attack bonus equal to your Observer level + your Intelligence modifier, and deal 5d6 bludgeoning damage on a successful hit.
Conjunctions Lost: Occultation, Transit
Conjunctions Gained: Declination, Gravity, Stars
Kuiper ObjectSuperior: Day or Night
Inferior: Declination, Gravity, Orbit, Phase, Stars, Transit
Area: 20-ft-radius cylinder, 80 ft high, at Long range
Duration: Instantaneous
Effects: A rocky object falls from the sky, slamming into the ground and crushing everything beneath it. Creatures within the area take 1d8 bludgeoning damage per Observer level (Reflex save for half damage). Creatures who fail the Reflex save must succeed on a Fort save at the same DC or die instantly as their bodies are pulverized.
Conjunctions Lost: Orbit, Transit
Conjunctions Gained: Occultation, Spin
Light Echo [Light]
Superior: Night
Inferior: Stars
Area: 10 ft/level radius emanation
Duration: 1 round/level
Effects: Reflected starlight illuminates hidden things. Any invisible creature or creature with concealment must make a Reflex save or be affected as by the
faerie fire spell for the duration.
Conjunctions Lost: None
Conjunctions Gained: None
Lunar Eclipse [Compulsion, Mind-affecting]
Superior: Night
Inferior: Moon
Area: 10 ft/level radius emanation
Duration: 1 round/level
Effects: Remove the [Moon] Conjunction; restore it at the end of the duration. All lycanthropes must make a Control Shape check or be forced to their normal form. In addition, all creatures within the area (except you) must make a Will save or become enraged, as the
rage spell, for the duration.
Conjunctions Lost: None
Conjunctions Gained: None