Astromancy

These mages are not well known to most, they favor distant towers and mountainside observatories where they can observe the movement of the stars and craft their prophesies from their movements.

Cantrip: Measurement

You can instantly make calculations using a trivial magic spell; you can use this to tell the exact time, know the angle and distance to any point you can see, instantly count a pile of objects or other precise measurements.

1: Magic Missile

Slow

You may throw [dice] magical darts each dealing [sum] damage to a target you can see. This spell can be blocked by an Aegis spell.

2: Astrologer's Orrey

Ritual (3)

You call upon the stars and conjure an illusionary orrey showing the position of the stars about you. Using this you can find your location as long as you can see the stars. You can also examine the horoscopes, look up an actual horoscope, you may choose [dice] sentences as predictions. When each comes true you may add +1d to your, or an allies, next roll.

3: Magnetism

Slow, Mid Range, Concentration

You control a handful of iron with mysterious forces of magnetism, theorized to hold the stars in the sky. At one [dice] you could steer a chain like a snake, fling a sword through the air or open an iron lock. Each dice you invest increases this effect. At 4 [dice] you could collapse a room or knock over a small army of knights.

4: Track Ley Line

Ritual (3), [dice]x5 leagues, [sum] hours

You trace the shape of the local ley, the rivers of magic that flow throughout the world. This reveals any sites of power, such as a mages tower, standing stones or portals.

For the duration of the spell, [sum] hours, while you are within the range of the spell you know the location of sites of power where resting will grant any casters +1 MD when they recover.

5: Teleport

Ritual (3), [dice]*2 near allies

You, and [dice]*2 near allies, may teleport to a point you have seen within [sum] miles. If the point has changed since you last saw it, does not exist or you are only slightly familiar with it you must save CHA to avoid being sent off course.

If you have a Track Ley Line spell active the area of the ley does not count against the range of the spell and you will never need to save to teleport into that area.

6: Srying

Ritual (3), Location within [dice] x 100 Miles, [dice] hours

You pick a creature who's name you know within range. You create an invisible sensor watching them for the duration. You must invest at least 3 dice in order to hear through the sensor as well. If you don't have a body part (at least a fingernail clipping or strand of hair) from the target, you only have a [dice]-in-6 chance of successfully scrying on them. Scrying requires a reflective surface or crystal ball, on which the image is shown. You can end the spell at any time.

7: Serendipity

Instant, 1 nearby ally

When an ally makes a roll or save, you may, as a reaction, befriend a prophesy passing by to lend you a touch of it's fate. The ally may reroll the save or roll with [dice] bonus dice as they are assisted by a stroke of luck. If they fail again however an unluckily consequence will effect them, such as their sword breaking suddenly or a bird pooing in their mouth.