Stellar Lamentation 92834

From: Grimoire of Celestial Exile 81402

Tier Level: 3

Description: The caster recites the astronomical coordinates of a star that died alone in the deep void. This invokes a cylinder of crushing gravity and freezing light (20-foot radius, 40-foot high). Creatures within feel the physical weight of infinite isolation. They take 4d8 Cold damage and 4d8 Radiant damage. Additionally, the area becomes difficult terrain as gravity distorts; any creature ending its turn there must succeed on a Strength save or be pulled 10 feet toward the center and knocked prone. The light in this area is not bright, but a bruising, twilight purple.

  • Cost: 4 Mana Boost.
  • Duration: Instantaneous (Gravity lingers for 1 round). Roleplay:
  • Action: You open the Grimoire, and the pages turn to a spread of absolute black. You trace a falling line of silver ink with your finger.
  • Chant (Normal): “The Spire calculates the orbit; the Sanctum feels the cold. Bear the weight of a sun that no one mourned!”
  • Visual: Above the target, a small, weeping rift opens. It looks like a tear in the fabric of the world, bleeding starlight. The enemy isn’t just crushed; they look like they are cowering from the sky itself.

Lore of the Dying Star

Stellar Lamentation 92834 is not merely a combat spell; it is a funeral rite weaponized by the laws of physics. The lore originates from the “Lost Charts” of Lira-Vo, written during the final days before her exile. While mapping the Astral Void, she discovered Vylos, a star that had drifted so far from any galaxy that its light had never touched a habitable world. Vylos did not explode in a glorious supernova; it simply suffocated in the cold, unobserved dark.

The spell works on the Principle of Sympathetic Magic: by reciting the star’s coordinates and invoking its name, the caster forces the local reality to briefly “remember” the crushing weight and freezing isolation of Vylos. The universe, recoiling from this sudden injection of absolute sorrow, manifests the star’s final moments. To cast this is to act as a cosmic mourner, dragging the memory of a dead sun into the present to crush one’s enemies under the weight of its loneliness. It is a spell of the Grimoire of the Celestial Exile because only a paradox can understand it: it uses light to inflict darkness, and gravity to inflict hollowness.

The Use

Practically, Stellar Lamentation functions as a “Siege Breaker” and “Sky-Cleaner.” In the high-magic warfare of Saṃsāra, it is used to break fortified lines or ground aerial superiority. Because the damage is a hybrid of Cold (the void) and Radiant (the dying light), it is notoriously difficult to resist; armor freezes and shatters, while flesh is irradiated by the twilight glow.

The gravity well effect is prized by tacticians for its ability to disrupt formations. By pulling enemies toward the center, it clusters targets for follow-up attacks. It is also one of the few spells capable of instantly grounding steam-zeppelins or Griffin riders, as the sudden gravitational spike snaps wings and over-pressurizes steam boilers. However, because it forces the caster to channel the emotion of infinite isolation, it is mentally taxing, limiting its use to once per solar cycle to prevent the caster’s own soul from growing cold.

Specific Stats & Mechanics

  • Tier: 3 (High-Magic Artillery)
  • School: Evocation / Void-Astrology
  • Mana Boost Cost: 4 (Requires significant reserve)
  • Casting Time: 1 Action (approx. 3-6 seconds of recitation)
  • Range: 120 feet
  • Area of Effect: 20-foot radius, 40-foot high Cylinder
  • Duration: Instantaneous (Damage); Gravity/Terrain effects linger until the start of the caster’s next turn (1 round).
  • Frequency: 1 Use per Long Rest (The coordinates fade from memory and must be studied again).

Tier 3 Scaled Values:

  • Save DC: 16 (Strength Save to resist prone/pull; Constitution Save for half damage).
  • Damage Output: 4d8 Cold + 4d8 Radiant (Average 36 total damage).
    • Tier Scaling: If cast using a Tier 4 slot or item, add +1d8 Cold.
  • Gravity Pull: 20 feet toward center (Tier 3 force).
  • Terrain: The area counts as Difficult Terrain for the duration. Flying creatures in the cylinder fall immediately if they fail the save.

Requirements:

  • Skill: Arcana (Mastery) or Astronomy (Expert).
  • Item: Must be read from the Grimoire of the Celestial Exile or a specialized Star-Chart Scroll (Tier 3 Consumable).
  • Vocal Component: Must be able to speak the coordinates clearly (Silence blocks this spell).

Market Cost (Scroll Form):

  • Buying: 1,200 Gold (Rare).
  • Selling: 600 Gold.
  • Note: Scrolls of this spell are rare, usually found only in the wreckage of void-ships or the libraries of deep-space observatories.

Tags: Void-Magic, Gravity-Well, Cold-Radiant, Area-Denial, Anti-Flight, Sorrow-Attuned, Lira’s-Legacy, Cosmic-Horror, Siege-Magic, Formation-Breaker.

Roleplay & Tactics

The Caster’s Experience: Using this spell should feel like a burden. You are not throwing a fireball; you are carrying a planet’s worth of grief.

  • The Incantation: Your voice should lose all emotion, becoming flat and robotic as you recite the coordinates (“Sector 9, Null-Vector, Vylos Terminus”).
  • The Sensation: As the rift opens, you feel the heat sucked out of your body. Frost forms on your eyelashes. For a brief moment, you forget the names of your allies, feeling the utter solitude of the dying star.

The Victim’s Experience:

  • The Weight: It is not just heavy gravity; it feels as though the sky has lowered. Armor feels like lead.
  • The Light: The purple light does not illuminate; it reveals flaws. Victims see their own skin turn grey and corpse-like in the twilight glow.
  • The Sound: A deafening silence. All battle noise is sucked into the center of the cylinder, replaced by a high-pitched ringing.

Tactical Applications:

  1. The “Black Hole” Setup: Cast Stellar Lamentation on a group of spread-out enemies. The Strength save failure pulls them 10 feet toward the center. This clumps them together for an ally to follow up with a localized AOE (like a Grenade or Breath Weapon) on the now-prone and clustered targets.
  2. The “Icarus” Maneuver: Use this specifically against flying threats. The 40-foot high cylinder creates a “no-fly zone.” Even if they save, the difficult terrain consumes their movement speed. If they fail, they take falling damage in addition to the spell damage, often prone-ing them for melee attackers to finish off.
  3. Choke Point Denial: Cast this in a hallway or city gate. The difficult terrain combined with the prone effect means an enemy must spend half their movement to stand up, and the rest to slog through the gravity. It effectively stops a charge dead in its tracks.
  4. The Mercy Kill: In roleplay, this spell is sometimes used as a form of euthanasia for massive, rampaging beasts. The cold and gravity shut down bodily functions instantly, ending the creature’s rage in a moment of quiet stillness.

Activation Perception of “Stellar Lamentation”

Standard Senses

Sight (Visual)

  • What is Perceived: A violent desaturation of color followed by an eruption of wrongness in the sky and ground.
  • Description: As the coordinates are spoken, the colors of the immediate battlefield bleed out into greyscale. Above the target area, reality tears open in a weeping rift that bleeds freezing, diamond-dust starlight. A 40-foot pillar of bruising, twilight-purple light slams down. Within the cylinder, victims appear distorted, squashed, and highlighted in a sickly, irradiated violet glow. The pages of the Grimoire turn absolute black, with the silver script burning brightly.
  • Positives: The visual spectacle is undeniable, providing immediate, terrifying confirmation of the spell’s exact area of effect and intimidating any foes witnessing it.
  • Negatives: The sudden shift in lighting and the intensity of the cosmic glare can momentarily dazzle the caster, making it difficult to immediately refocus on other threats outside the cylinder.

Sound (Auditory)

  • What is Perceived: A deafening vacuum followed by a celestial death knell.
  • Description: The instant the spell activates, all local battle noise—shouts, clashing steel, explosions—is violently sucked into the target zone, creating a micro-second of absolute, terrifying silence. This is immediately replaced by a high-pitched, crystalline “ringing”—the final vibration of the dying star Vylos—followed by the sickening crunch of armor and bone collapsing under gravity.
  • Positives: The sudden silence before the impact acts as a powerful psychological weapon, causing enemies to hesitate.
  • Negatives: The crystalline ringing is at a frequency that can cause temporary tinnitus or piercing ear pain for the caster, interfering with hearing verbal cues from allies immediately after casting.

Touch (Tactile/Somatic)

  • What is Perceived: An instant flash-freeze and crushing weight upon the Grimoire.
  • Description: The air temperature around the caster drops 40 degrees in a second. Frost instantly forms on their robes, eyebrows, and the cover of the Grimoire. The book itself suddenly feels impossibly heavy, as if it contains the actual mass of the star, anchoring the caster fiercely to the ground.
  • Positives: The grounding sensation provides a stable physical anchor, preventing the caster from being knocked back by the spell’s own recoil.
  • Negatives: The flash-freeze can numb fingers, making immediate follow-up dexterity-based actions (like drawing a potion or weapon) clumsy for a few seconds.

Smell (Olfactory)

  • What is Perceived: The scent of the void displacing terrestrial odors.
  • Description: The familiar smells of combat (blood, sweat, smoke, mud) are instantly erased from the caster’s nose. They are replaced by the sterile, metallic scent of ozone, ionized gas, and “deep dust”—the smell of an unopened tomb that has floated in a vacuum for eons.
  • Positives: Clears the head of distracting battlefield odors, offering a cold, clinical focus.
  • Negatives: The alien nature of the scent is deeply unsettling to mortal biology, triggering a primal, mammalian fear of suffocation or being somewhere one does not belong.

Taste (Gustatory)

  • What is Perceived: Metal and ice.
  • Description: The back of the tongue is hit with the sharp tang of copper pennies or blood, followed immediately by the numbing sensation of sucking on frozen metal. The chant leaves the mouth feeling dry and frosted.
  • Positives: The sharp, unpleasant taste snaps the caster into hyper-awareness.
  • Negatives: The dryness and cold can cause a momentary coughing fit or difficulty speaking immediately after the spell completes.

Extra-Sensory Perceptions

The Gravimetric Sense (Proprioception of Reality)

  • What is Perceived: The buckling of local physics lines.
  • Description: The avatar senses the invisible ley lines and gravitational fabric of the area groan and buckle. They feel the “down” direction violently shift within the cylinder, experiencing a sympathetic vertigo as if the floor just dropped out from under them, even though they are standing still.
  • Positives: Grants perfect awareness of the spell’s boundaries and the exact moment gravity takes hold, without needing to see the target.
  • Negatives: The sympathetic vertigo can cause a split-second of severe dizziness or nausea, requiring a moment to re-orient balance.

The Sorrow Link (Empathic/Psychic)

  • What is Perceived: The memory of infinite isolation.
  • Description: To fuel the spell, the caster must briefly connect with the “soul” of the dead star Vylos. An overwhelming wave of eons-old loneliness crashes into their mind—the feeling of burning for billions of years unseen, unheard, and ending without purpose.
  • Positives: This profound emotional fuel is what allows the spell to manifest with Tier 3 power; the deeper the sorrow felt, the harder the gravity crushes.
  • Negatives: Risk of a brief “combat depression” or nihilism. The caster may feel a split second of paralyzing empathy for the victims they are crushing, requiring a Willpower effort to maintain the offensive mindset.

Temporal Dislocation (Chrono-Sense)

  • What is Perceived: The ancient age of the light being summoned.
  • Description: The caster senses that the violet light hitting the target area isn’t “fresh.” They perceive the light as being billions of years old, creating a sensation that the target area has been temporally detached from the present moment and shunted into the distant past.
  • Positives: Provides a detached, timeless perspective on the battle, reducing panic and making the current conflict feel small and manageable.
  • Negatives: Can induce a feeling of existential insignificance. The caster might briefly question why they are fighting at all when even stars die, potentially delaying their next action.

Fire That Froze the Sky
(Recovered from the basalt shards of the Star-Well)

It is told in the tongue of the Stone-That-Speaks.

In the Beginning Time, the Sky-Flocks [stars] grazed together. They were warm because they danced in the Great Circle. But there was one Ram of Light, the one named Vylos. The Vylos was proud. The Vylos said, “I need no brothers. I will walk into the Black-Water [void] where I can shine the loudest.”

The Vylos walked. He walked until the Sky-Flocks were dust behind him. He walked until the dark was a wall on all sides. He burned. He shouted with his fire, “Look at me!” But the Black-Water has no eyes.

The Vylos burned for a thousand-thousand heartbeats. He waited for a planet. He waited for a moon. He waited for a speck of dust to say, “I see you.” Nothing came. The fire of the Vylos grew tired. But the sadness of the Vylos grew heavy. It is known by the Wise: Joy is light like smoke, but Sorrow is heavy like lead.

The Vylos became so heavy with the Alone that his back broke. He did not explode in glory. He swallowed his own scream. He pulled his light inside his chest. He collapsed into the Purple-Sleep. He became the Hole-In-The-Sky.

But the Girl-With-Glass-Eyes [Lira-Vo] was watching from the Spire. She saw the Vylos die. She did not look away. She caught the coordinates of his death in her net of ink.

Now, when the Wicked Man builds a wall of stone, or the Dragon flies high on wings of pride, the Girl opens the Book. She speaks the Name-of-the-Place where Vylos died. The Sky remembers. The Sky opens. The weight of the Vylos falls down. It is the weight of a King with no Kingdom. It is the cold of a bed with one pillow. The Wicked Man is not crushed by magic. He is crushed because for one moment, he feels how heavy it is to be truly alone.

Moral of the Story: Do not seek to rise so high that no one can stand beside you; for when the light fades, the one who stands alone bears the weight of the entire dark upon his own shoulders.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Spell: Stellar Lamentation (The Song of Vylos) Cost: 12 Magic Points; 1D8 Sanity points. Casting Time: 1 round of chanting coordinates.

Overview & Mechanics: This spell is a formidable Mythos invocation, typically found in tomes related to Daoloth or the Colour Out of Space. It is not subtle; it is an act of destruction used to crush entities of significant size.

  • Target: A point within 50 yards.
  • Area: 20-foot radius cylinder.
  • Effect: The Keeper compares the caster’s POW against the target’s STR (Hard Success required for massive entities).
  • Damage: On a failure, targets within the cylinder suffer 3D10 damage (half Cold, half Radiation burn) as gravity intensifies and heat is sucked into the void. This damage is sufficient to kill most investigators instantly and severely injure Mythos entities.
  • Crowd Control: Living targets must succeed on an Extreme STR roll or be pinned to the ground (Prone) and unable to move for 1 round.
  • Horror: Witnessing the rift to a dead star and the “bruising” purple light provokes a Sanity check (0/1D4) for onlookers.

Blades in the Dark

Ritual: The Vylos Cylinder Tier: III (requires a Setup action or Ritual preparation) Stress Cost: 3 Stress (or 1 Stress if performed as a Ritual with downtime actions).

Overview & Mechanics: This is a high-tier arcane devastation technique, likely used by a Whisper or a Cultist crew to dominate a street war or breach a fortified hull.

  • Action Roll: Attune (Risky position / Great effect).
  • Effect: You manifest the crushing gravity of a dead star. On a success, you create a zone of difficult terrain and extreme gravity in a defined area (a courtyard, a room, a ship’s deck).
    • Great Potency: Targets in the area are pinned (unable to move) and suffer Level 3 Harm: “Crushed & Frozen.”
    • Structural Damage: Weak roofs, wooden floors, or glass skylights shatter instantly under the weight.
  • Consequences: The intense magical discharge generates 4 Heat immediately (the purple light is visible for blocks). On a partial success or failure, the “Void-Chill” bleeds onto the caster (Level 2 Harm: “Numb Spirit”) or attracts the attention of a Ghost Field predator (a Spirit Warden or Hollow).

Dungeons & Dragons (2024 / 5th Edition)

Spell: Stellar Lamentation Level: 5th-Level Evocation (Graviturgy) Casting Time: 1 Action Range: 120 feet Components: V, S, M (A fragment of meteorite or a star chart) Duration: Instantaneous

Overview & Mechanics: A powerful area-denial and damage spell suitable for Wizards, Sorcerers, and Warlocks (Great Old One). It combines two rarely resisted damage types with hard crowd control.

  • Area of Effect: A 20-foot-radius, 40-foot-high cylinder centered on a point within range.
  • Saving Throw: Strength Saving Throw.
  • Damage: On a failed save, a creature takes 4d8 Cold damage and 4d8 Radiant damage. On a successful save, the creature takes half as much damage.
  • Gravitational Pull: Creatures who fail the save are also pulled up to 10 feet toward the center of the cylinder and knocked Prone.
  • Aftershock: Until the start of your next turn, the area within the cylinder is difficult terrain. Any creature that ends its turn in the area during this time must succeed on a Strength saving throw or be pulled 10 feet toward the center and knocked Prone.
  • At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Cold damage increases by 1d8 for each slot level above 5th.

Knave (1e / 2e Compatible)

Spell: Lamentation of the Void School: Elementalism / Telekinesis

Overview & Mechanics: In Knave, spells are items (books/scrolls). This tome is heavy and cold to the touch.

  • Casting: The caster must hold the book with both hands and speak the coordinates.
  • Target: An area up to 60 feet away, roughly the size of a large room (20ft diameter).
  • Save: All creatures in the area must make a Strength Save (Target DC 15 + Caster’s INT bonus).
  • Effect:
    • Failure: Targets take damage equal to the sum of [Level] d8s (e.g., a Level 5 caster rolls 5d8). Half the damage is freezing cold, half is searing starlight. They are knocked flat and cannot stand up until their next turn.
    • Success: Targets take half damage and remain standing.
  • Terrain: The ground in the area cracks and freezes, becoming Difficult Terrain for the rest of the battle.
  • Risk: On a casting roll of natural 1 (if using a magic check variant), the gravity centers on the caster instead, crushing them for half damage.

Fate Core System

Stunt: Stellar Lamentation Requires: Lore (Mastery) or a High Concept aspect related to Void/Astrology. Cost: 1 Fate Point per use.

Overview & Mechanics: This stunt functions as a powerful, zone-wide attack that combines physical damage with terrain manipulation.

  • Skill: Shoot or Lore (depending on the character’s magic paradigm).
  • Target: An entire Zone within 2 zones of the caster.
  • Action: Attack.
  • Effect: Make a Lore attack against all characters in the target zone.
    • Damage: This attack has Weapon:4 (representing the massive 8d8 damage of the original). The damage is described as “Void-Chill” and “Star-Burn.”
    • Crowd Control (Success): If the attack succeeds, you also place the Situation Aspect Crushed by Gravity on the zone. This aspect has one free invoke. While active, the zone is considered “Difficult Terrain” (requires an extra shift of movement to enter or leave).
    • Crowd Control (Success with Style): In addition to the damage and the aspect, targets are Knocked Down (must overcome a Fair (+2) obstacle to stand up).

Numenera & Cypher System

Ability: Stellar Lamentation Tier: 4 (High-Tier Esotery) Cost: 6 Intellect Points

Overview & Mechanics: A devastating area-denial ability used by Nanos or those with a Focus related to Gravity or Starlight.

  • Range: Long distance (up to 100 feet).
  • Area: Immediate radius (10-foot radius / 20-foot diameter) cylinder, extending upward.
  • Action: Action to initiate.
  • Damage: 8 points of Ambient Damage (ignores Armor). Half the damage is freezing cold; half is searing light.
  • Status Effect: All creatures in the area must make a Might defense roll (Difficulty 6).
    • Failure: The target takes full damage, is pulled to the center of the area, and is knocked prone. They cannot move from that spot until the gravity dissipates (next round).
    • Success: The target takes 2 points of damage and is not pulled.
  • Terrain: The area remains distorted for one round. Any task involving movement or balance within the area is hindered by two steps.

Pathfinder (2nd Edition Remaster)

Spell: Stellar Lamentation Rank: 5 Traits: Cold, Light, Evocation, Void, Manipulate, Concentrate Traditions: Arcane, Occult Cast: [two-actions] Somatic, Verbal Range: 120 feet; Area: 20-foot burst (cylinder, 40-foot high) Saving Throw: Fortitude

Overview & Mechanics: You recite the coordinates of a dead star, manifesting a cylinder of crushing gravity and freezing starlight. All creatures in the area must attempt a Fortitude saving throw.

  • Critical Success: The creature is unaffected.
  • Success: The creature takes half damage (2d8 Cold, 2d8 Spirit/Radiant).
  • Failure: The creature takes full damage (4d8 Cold, 4d8 Spirit/Radiant). They are pulled 10 feet toward the center of the burst and knocked Prone.
  • Critical Failure: The creature takes double damage. They are pulled 10 feet toward the center, knocked Prone, and Immobilized by the gravity until the end of their next turn.
  • Gravity Well: The area becomes difficult terrain until the start of your next turn. Any creature ending its turn in the area must succeed at a Reflex save or fall Prone.
  • Heightened (+1): The damage increases by 1d8 Cold and 1d8 Spirit.

Savage Worlds (Adventure Edition)

Power: Stellar Lamentation (Base Power: Blast) Rank: Veteran Power Points: 6 Range: Smarts x 2 Duration: Instant

Overview & Mechanics: This is a Trapping of the Blast power, modified to include a gravitational component.

  • Trappings: “Vylos’s Void.” The area is illuminated by dim, purple light, accompanied by a crystalline ringing sound.
  • Effect: The caster places a Large Blast Template within range. All targets within the template take 4d6 Damage (Heavy Weapon). Half of this damage is Cold, half is Holy/Light (ignores non-magical armor).
  • Modifier – Area Effect (Included): Covers a Large Blast Template (20-foot radius equivalent).
  • Modifier – Hinder (Gravity): Targets who are shaken or take a wound from this power are also knocked Prone.
  • Modifier – Lingering Damage: For 1 Power Point extra, the caster can cause the gravity to linger. Anyone entering the template or ending their turn there on the following round treats the ground as Difficult Terrain and must make a Strength roll (-2) or be knocked Prone.

Shadowrun (Sixth World / 6th Edition)

Spell: Stellar Lamentation Category: Combat (Indirect, Area) Type: Physical Range: Line of Sight (A) Damage: Cold + Physical Duration: Instant Drain Value: 7

Overview & Mechanics: This spell manifests a cylinder of super-cooled gravity. It rips heat from the environment while crushing targets into the pavement.

  • The Cast: The mage makes a Sorcery + Magic test vs. the target’s Reaction + Willpower (adjusted for the Area Effect).
  • Damage: The Base Damage Value is (Magic / 2) + Net Hits. The damage type is split: half is Elemental (Cold) and half is Physical (Impact/Gravity).
  • Area Effect: The caster determines the radius (up to Magic meters).
  • Status Effects:
    • Chilled: Targets who take damage gain the Chilled status (penalty to Initiative).
    • Knockdown: If the Physical damage component exceeds the target’s Physical Limit (or Body in 6e simplified rules), they are automatically knocked Prone.
  • Terrain: The area becomes Glaciated (Difficult Terrain) for combat rounds equal to the caster’s Magic, as the moisture in the air freezes instantly under the pressure.

Starfinder (1st Edition Enhanced)

Spell: Stellar Lamentation School: Evocation (Cold, Force) Level: Mystic 4, Technomancer 4 Casting Time: 1 Standard Action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius cylinder, 40 ft. high Duration: Instantaneous (see text) Saving Throw: Reflex partial; Spell Resistance: Yes

Overview & Mechanics: You invoke the physics of a collapsing star.

  • Damage: Creatures in the area take 4d8 Cold damage and 4d8 Force damage.
  • Saving Throw: A successful Reflex save halves the damage and negates the secondary effects.
  • Secondary Effects: Creatures who fail the save are knocked Prone and pulled 10 feet toward the center of the cylinder.
  • Gravitic Distortion: The area becomes difficult terrain (rubble and ice) for 1 round per caster level. Any creature attempting to fly within the cylinder during this time must make an Acrobatics check (DC = Spell DC) or fall immediately.

Traveller (Mongoose 2nd Edition)

Psionic Power: Stellar Lamentation (Void-Call) Talent: Telekinesis (Advanced) or Pyrokinesis (Entropy) Learning DM: -4 Cost: 8 PSI Points Range: Long (Destructive)

Overview & Mechanics: A devastating manifestation of psionic force that mimics a black hole’s event horizon.

  • Check: Average (8+) Electronics (Comms) or Science (Astronomy) to calculate coordinates, followed by a Difficult (10+) Psionics check to manifest.
  • Effect: Creates a 6-meter radius cylinder of crushing force.
  • Damage: All targets within the area suffer 6D damage. Armor applies, but is reduced by half due to the gravitic nature of the attack (treat as AP 10).
  • Gravity Well: All targets must make a Strength or Dexterity check (Difficulty 10). Failure results in being thrown to the ground (Prone) and pinned. Pinned targets cannot move until they pass a Strength check on a subsequent turn.
  • Environment: The sudden temperature drop freezes liquids and shatters glass within the area.

Warhammer Fantasy Roleplay (4th Edition)

Spell: The Lament of Vylos Lore: Heavens (Astromancy) CN (Casting Number): 10 Range: Willpower Yards Target: AoE (Willpower Bonus yards) Duration: Instant

Overview & Mechanics: A grand ritual of Astromancy often forbidden by the Colleges for its melancholic aftereffects.

  • Effect: You call down the memory of a dead star. This acts as a Magic Missile with a Damage equal to +10.
  • Damage Type: The hit causes Cold damage, ignoring Armor Points from metal armor (which freezes and becomes brittle).
  • Crowd Control: All targets affected must pass a Hard (-20) Strength Test or gain the Prone condition and the Entangled condition (representing the crushing gravity).
  • Terrain: The ground within the area is covered in hoarfrost and cracks, counting as Difficult Terrain for 1d10 Rounds.
  • Miscast: If the Casting Test fails, the gravity centers on the Wizard. They suffer a generic hit with Damage +6 and are pinned in place.