Perhaps instructed by the stars themselves, or the very Fabric has intertwined with their destiny, a cleric of the Star domain feels influences from shine of stars beyond. Across the cosmos, the Fabric exists to maintain balance in the universe. By inspiring those that look upon it, it allows a select few to be able to manipulate its strands to mimic forms of celestial bodies and spatial events, such as swaying gravity in an area or summoning motes of star matter to rain down. Some are even given power to feel changes in the Fabric, allowing for close examination of the surrounding time period.
___
##### Star Domain Features
| Cleric Level Level | Feature |
|:----:|:-------------|
| 1st | Domain Spells, Star Map, Star Reading, Astrum Energy |
| 2nd | Channel Divinity: Starry Form, Cosmic Omen |
| 6th | Empowered Astrum Energy |
| 8th | Star Power |
| 17th | Cosmic Manipulation |
#### Domain Spells
You gain domain spells at the cleric levels listed in the Sky Domain Spells table. See the Divine Domain class features for how domain spells work.
##### Star Domain Domain Spells
| Cleric Level Level | Spells |
|:----:|:-------------|
| 1st | *Magnify Gravity, Guiding Bolt* |
| 3rd | *Misty Step, Ultraviolet Pulse* |
| 5th | *Melf's Minute Meteors, Clairvoyance* |
| 7th | *Starry Revelation, Divination* |
| 9th | *Teleportation Circle, Scrying* |
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#### Star Map
As a cleric of the Star domain, you've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your cleric spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table.
| d6 | Map Form |
|:---:|:-----------:|
| 1 | A scroll of living wood that aligns with heavenly bodies |
| 2 | A stone tablet with fine holes drilled through it |
| 3 | A speckled owlbear hide, tooled with raised marks |
| 4 | A collection of maps bound in an ebony cover |
| 5 | A crystal that projects starry patterns when placed before a light |
| 6 | Tempered glass disks that align to depict constellations |
If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
#### Star Reading
You can cast the Augury spell without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
You also receive the ability to always sense the direction of the Northern star, thus giving you the ability of directing northward.
#### Astrum Energy
Staring at 1st level, the Fabric bolsters your attacks, allowing you to do additional damage on your turn. When you hit with a melee weapon attack, you may use a bonus action to perform an additional attack using your Wisdom modifier plus proficiency bonus as the attack roll. On a hit, you deal 1d6 radiant or necrotic damage (your choice).
You may use this feature a number of times per day equal to your Wisdom modifier (minimum 1).
#### Channel Divinity: Starry Form
At 2nd level, you gain the ability to harness constellations’ power to alter your body and take on a starry form.
While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you’re incapacitated.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
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| | |
|---|---|
| **Chalice** | A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class. |
| **Eye** | An all-seeing eye appears on you. You gain darkvision (60 ft.) and you gain advantage on Investigation and Insight checks. Your gaze into the Astral Plane expands to the material world and allows you to cast detect magic at will. |
| **Hourglass** | A constellation of a perfectly equal hourglass appears on you. You can neither gain advantage on attack rolls , nor can you be made to have disadvantage on attack rolls. On a hit with Astral Energy, the target can neither gain advantage on attack rolls or be made to have disadvantage on attack rolls. This effect lasts until the end of your next turn. |
| **Dragon** | A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. |
#### Cosmic Omen
When you reach 2nd level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:
**Weal (even).** Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
**Woe (odd).** Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your Wisdom modifier, and you may consult the stars once again after regaining your use of Channel Divinity.
#### Empowered Astrum Energy
On 6th level, Astrum Energy now does 2d6 radiant or necrotic damage (your choice) on a hit. Starting on 6th level, you also regain all of your expended uses of Astrum Energy when you finish a short or long rest.
### Star Power
Beginning at 8th level, you may choose one of the following features:
#### Guiding Star
The energies in your body now pour out as an aura of guidance and positive force to bolster you and your allies. At 8th level, any ally within 10ft of you, including yourself, gains your wisdom modifier to all saving throws as long as you are conscious.
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#### Astral Body
While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
### Cosmic Manipulation
At 17th level, you may choose one of the following features:
#### Star Flare
Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 60-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 10d10 radiant damage and be blinded until the end of your next turn. If they succeed, they take half damage and are not blinded. Once you have used this action, you can’t use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.
#### Precognitive Vision
You can call up visions of the past and future that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
**Object Reading.** Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past or future (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
**Area Reading.** As you meditate, you see visions of temporal events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back or going forward a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
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# *Additional Spells*
#### Starlight Bolt
*Evocation cantrip*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instanteneous
___
A bolt of brilliant light streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.
___
This spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
#### Twinkle
*Evocation cantrip (Bard, Cleric, Druid, Sorcerer, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 10 feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You create or manipulate lights you can see within range and that fit within a 5-foot cube:
- You create a small burst of light, providing bright light in a 5-foot radius and dim light for an additional 5 feet until the start of your next turn.
- You cause a nonmagical light to dim until the start of your next turn. An object that usually casts dim light no longer casts light, and an object that casts bright light now casts dim light.
- You change the color of a light for 1 minute.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
#### Illuminate
*Evocation cantrip (Cleric, Druid, Sorcerer, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 10 feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You release a cloud of shimmering gas at a creature you can see within range. The creature must succeed on a Constitution saving throw or take 1d8 radiant damage, and has disadvantage on Dexterity (Stealth) checks and can't benefit from being invisible until the start of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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#### Starlight Shroud
*1st-level abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** 10 minutes
___
Ghostly starlight surrounds your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. The first time you take damage after casting this spell, the starlight explodes outward and the spell ends. Each creature within 10 feet of you, other than you, must make a Dexterity saving throw, taking 2d10 radiant damage on a failed save, or half as much damage on a successful one.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
#### Chaos Star
*2nd level evocation*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
___
A Medium sphere of unstable energy appears in an occupied space within range. When the spell is cast, and as a bonus action on each of your turns afterwards until the spell ends, you can cause the sphere to send a burst of energy in a 10 foot radius. Creatures in the area must make a Dexterity saving throw, taking 2d8 damage on a failed save and half that on a successful save. Whenever the sphere is activated, roll a d8 to determine the damage type of the energy burst.
#### Ultraviolet Pulse
*2nd-level evocation (Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** S
- **Duration:** Instantaneous
____
You hurl a ball of glowing violet energy towards one creature within range, which bursts into a pulse of invisible radiation on impact. Make a ranged spell attack against the target. On a hit, it takes 5d6 radiant damage and must make a Constitution save or be poisoned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
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#### Icy Ring
*3rd-level conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a shard of ice or glass of water)
- **Duration:** Concentration, up to 1 minute
___
You form a 5-foot thick ring of dust and ice that circles around you, with the outer edge of the ring 10 feet away from you. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
As a bonus action on your turn, you can increase or decrease the ring's radius from you by 5 feet, to a maximum distance of 20 feet away from you. The ring retains its 5-foot thickness, but its radius grows or shrinks.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
#### Guiding Light
*3rd-level divination (ritual) (Cleric, Druid, Paladin, Ranger)*
___
- **Casting Time:** 1 minute
- **Range:** Special
- **Components:** V, S, M (a piece of flint, which the spell consumes)
- **Duration:** 8 hours
___
You can cast this spell only at night. You speak the name of a creature or location known to you to be the target of this spell. The target must be on the same plane of existence as you, and cannot be under more than 100 feet of dirt or stone. A shining star appears high in the sky above the target's location, visible only at night. Your familiarity with the target determines the accuracy of the star's location. The DM rolls d100 and consults the table.
___
##### Star Location
| Target Familiarity | Mishap | Similar Target | Off Target | On Target |
|:--|:-:|:-:|:-:|:-:|
|Very familiar|01-05|06-13|14-24|25-100|
|Seen casually|01-33|34-43|44-53|54-100|
|Viewed once|01-43|44-53|54-73|74-100|
|Description|01-43|44-53|54-73|74-100|
|False description|01-50|51-100|—|—|
***Familiarity.*** "Very familiar" is a creature or place you have met with or been to very often, a creature or place you have carefully studied, or a creature or place you can see when you cast the spell. "Seen casually" is someone or someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a creature or place you have seen once, possibly using magic. "Description" is a creature or place whose location and appearance you know through someone else's description, perhaps from a map.
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"False description" is a creature or place that doesn't exist. Perhaps you scried an illusion, or you are attempting to locate a familiar creature or location that no longer exists.
***On Target.*** The star appears directly over the target's location.
***Off Target.*** The star appear a random distance away from the target's location in a random direction. Distance off target is 1d10 × 1d10 percent of the distance between you and the target. For example, if the target was 120 miles away from you, and the DM rolled a 5 and 3 on the two d10s, then the star would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.
***Similar Target.*** The star appears over a different target that's visually or thematically similar to the target. Generally, the star appears over the closest similar target, but since the spell has no range limit, it could conceivably wind up anywhere on the plane.
***Mishap.*** The star appears in your hands and then explodes. Each creature within 30 feet of the star must make a Dexterity saving throw. A creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
#### Starbomb
*3rd level transmutation*
___
- **Class:** Cleric, Druid, Sorcerer
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a crystal formed in darkness)
- **Duration:** Concentration, up to 10 minutes
- **Class:** Sorcerer, Druid, Wizard
___
You call down a mote of starlight to a point within range. If there is a creature in the targeted space, make a ranged spell attack against it. On a hit, the creature takes 3d6 fire damage.
Upon reaching the point, the mote explodes in a 15 foot radius. All creatures in the explosion must make a Constitution saving throw, taking 5d6 radiant damage on a failed save and half that on a successful save.
For the duration, the area affected by the explosion becomes bright light. Any creature or object in this light can't benefit from being invisible.
___
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, both sources of damage increase by 1d6 for every level above 3rd.
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#### Starry Revelations
*4th-level illusion*
___
- **Casting Time:** 1 action
- **Range:** Self (40 ft. radius)
- **Components:** V, S, M (a piece of polished onyx or obsidian)
- **Duration:** 1 hour
___
You surround yourself in a stargazing umbrella of shadowy twilight. This spell creates a large, umbral shield that's spread roughly 40 feet in radius, centered above the caster and allowing the stars to be seen regardless of whether it is daytime or night; this still works if the caster is underground or indoors. For the purposes of spells or any special abilities that require it, the caster is under a clear, night sky. This effect follows the caster for the duration. The caster can dismiss this effect at any time.
___
For the duration of this spell, the caster is granted darkvision up to the radius of the shield(if they did not possess it already). Additionally, lighting is changed to dim light. The new light condition cannot be altered with magic: all darkness and light spells fail to function. Likewise, natural sources of light are decreased to produce only dim light conditions.
___
Lastly, you and everyone within range of this spell are granted resistance to radiant damage.
#### Field of Stars
*4th-level conjuration (Bard, Druid, Ranger)*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** 1 minute
___
You conjure into existence four motes of starlight, each in an unoccupied space you can see within range. Each mote provides dim light in a 5-foot radius and lasts for the duration or until it explodes.
___
When a creature moves within 5 feet of a mote or moves away from a mote within 5 feet of it, the mote explodes. Each creature within 5 feet of the mote must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one.
___
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you create one additional mote for each slot level above 4th.
#### Celestial Pyre
*4th-level necromancy (Bard, Cleric, Paladin)*
___
- **Casting Time:** 1 hour
- **Range:** Touch
- **Components:** V, S, M (100 lbs of firewood, which the spell consumes)
- **Duration:** Until dispelled or triggered
___
You can cast this spell only at night. You memorialize a dead creature you touch, turning it into a constellation, provided that it has been dead no longer than 1 day. The target's body dissolves into stardust and rises into the sky.
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The spell effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as *raise dead*. A spell that targets the dead but usually require a body can be cast targeting this constellation instead, provided the spell is cast at night and the caster can see the target's constellation. If the target of this spell is returned to life, this spell ends and the constellation fades.
#### Ionizing Wind
*4th-level evocation (Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 40 feet
- **Components:** V, S
- **Duration:** Instantaneous
___
A blast of electrified wind erupts from your hands. Each creature in a 40-foot cone must make a Strength saving throw. On a failed save, a creature takes 6d8 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
___
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
#### Reality Turmoil
*5th level enchantment*
___
- **Casting Time:** 1 reaction, which you take when you are targeted by an attack
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You unleash a stream of alternate realities into the mind of the creature that targeted you, imposing disadvantage on the attack. If the attack hits, the attacking creature takes 3d12 psychic damage. If the attack misses, the target takes 5d12 psychic damage.
___
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d12 for every level above 5th
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#### Vacuum
*5th-level conjuration (Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S, M (a sealed container)
- **Duration:** Concentration, up to 1 hour
___
You draw all the air out of a creature within range. The target must make a Constitution saving throw. On a failed save, it takes 8d6 bludgeoning damage and begins suffocating. On a successful one, it takes half as much damage and does not begin suffocating.
___
The target can repeat the saving throw at the end of each of its turns, ending the spell on a success.
___
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
#### Quasar
*6th-level evocation (Cleric, Sorcerer, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** Self (100-foot line)
- **Components:** V, S
- **Duration:** Instantaneous
___
You produce a beam of radiance in a line, 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A target takes 10d8 radiant damage and is blinded for 1 minute on a failed save, or half as much damage and is not blinded on a successful one.
___
A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
___
***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
#### Starcrossed Binding
*7th-level abjuration (ritual) (Bard, Cleric, Wizard)*
___
- **Casting Time:** 1 hour
- **Range:** 10 feet
- **Components:** V, S, M (two stone rings made from the same meteorite and a diamond worth at least 3000 gp)
- **Duration:** Until Dispelled
___
You adorn two willing creatures within range, bonding them together across time and space. As long as the two creatures remain on the same plane of existence, each creature gains a +1 bonus to its AC and saving throws, and is immune to the *charmed* condition. Additionally each target knows the direction and distance to the other, and if one of them travels or is transported to a different plane, the other knows to which one they went.
___
The spell ends if one of the creatures is killed. A creature can only benefit from this spell once in its lifetime.
___
This spell can only be dispelled by a *wish* spell.
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#### Moonfall
*8th-level conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 500 feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You materialize a minor moon from its place in the stars to use as an instrument of doom. A large stone moon of 100-foot radius appears 1500 feet above a point you can see within range. The spell fails if you can't see a point in the air where the moon could appear, or if you do not have a clear view of the sky.
___
The moon falls 500 feet at the start of each of your turns. Each creature in the moon's path as it falls must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is grappled until the end of its next turn, pinned by the moon. On a successful save, a creature takes half as much damage and is pushed out of the moon's path, up to 100 feet away from the moon.
___
Once the moon collides with the ground, each creature within 100 feet of the point of collision takes 12d12 bludgeoning damage. The spell deals maximum damage to structures. The moon then break into pieces, leaving a 100-foot radius impact crater, which becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
#### Night Sky
*9th-level illusion (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** Self (1-mile radius)
- **Components:** S
- **Duration:** 1 hour
___
With a wave of your hand, you force the sky above you to clear and become night, in a radius of 1 mile. Within the spell's area, spells that can be cast only at night (such as *create undead*) can be cast regardless of time of day.
When you cast this spell, choose one of the following effects. On each of your turns until the spell ends, you can use your action to choose an effect, selecting the same effect or a different one.
***Dreamland.*** The terrain within the spell's area shapes to your desires. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. You can end this effect as an action on your turn.
\pagebreak
***Grim.*** You imbue false life into a corpse you can see within the spell's area. It rises as a skeleton if you choose a pile of bones, or a zombie if you choose a fleshy corpse. On each of your turns, you can use an action to mentally command any creature you made with this spell if the creature is within the spell's area (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature reverts to a corpse or pile of bones when the spell ends.
***Shooting Star.*** A star streaks across the sky. One creature of your choice who can see the star gains 25 temporary hit points. While the creature has these hit points, it immune to fear.
***Slumber.*** You inflict drowsiness on a creature of your choice within the spell's area. If the target has less than 50 hit points, it fall unconscious until the spell ends, it takes damage, or someone uses an action to shake or slap it awake.
***Star Storm.*** Ten stars fall from the sky. Each star hits a creature of your choice within the spell's area. Each star deals 1d4 + 1 force damage to its target (roll damage for each star separately). The stars all strike simultaneously, and you can direct them to hit one creature or several. Each time you use this effect, the sky grows darker. After the 10th use, the sky above becomes entirely dark, and you can no longer use this effect.