[1] Self only. [2] Starry Weapon. Regular. Causes any weapon to become infused with starstuff. This does not harm the user or the weapon, but does +2 damage to most foes if it penetrates armor, and +3 to certain creatures, notably earth-magic zombies and earth elementals. Add this bonus after all other damage is calculated-- for instance, an "impaling" starry attack is still only good for +2 damage, not +4. Duration: 1 minute. Cost: 3 to cast, 1 to maintain. Time to cast: 3 seconds. Item: A weapon that becomes starry whenever wielded, at no energy cost to the user. Cost to create: 750 energy, $2000 spell materials. [3] Treat as Ice Dagger. Caster hurls a spike of starlight that does impaling damage and disappears. [4] Treat as Frostbite. Tissue is starbitten rather than frostbitten. [5] Astrology. Can only be cast at night under a starry sky. Time-of-night modifiers do not apply. Star mages are very rare. Star-aspected celestial "magery" is an inborn trait; it evinces itself during adolescence. Star mages do not study magic; new powers appear pretty much at random. (I.E., GM's decision.) The star mage improves his skills through practice and meditation on the starry sky. Star magic (except for astrology) is affected by time of day and cloud cover. Half an hour before sunrise to sunrise: +0 Half an hour before sunrise to sunrise, under starry sky: +1 Sunrise to half an hour after sunrise, under clear sky: -1 Sunrise to half an hour after sunrise: -2 Ordinary day, under clear sky: -2 Ordinary day: -3 Within half an hour of noon, under clear sky: -3 Within half an hour of noon: -4 Half an hour before sunset to sunset, under clear sky: -1 Half an hour before sunset to sunset: -2 Sunset to half an hour after sunset: +0 Sunset to half an hour after sunset, under starry sky: +1 Ordinary night: +1 Ordinary night, under starry sky: +2 Within half an hour of midnight: +2 Within half an hour of midnight, under starry sky: +3 Character design: It costs 10 points for one level of Star Magery, 20 points for two, and 30 points for three. No star mage has been known to learn ordinary secular magic. For an additional five points, the character may learn clerical magic. Clerical investment et al is extra. The only famous Star Mage cleric worshipped Fate.