Light

Light banishes the darkness, bringing happiness and possibility. It also brings retribution with blinding radiance. The Light theme focuses on radiant damage, debuffs, and utilities related to illumination and sight.

Spells from the Light theme allow you to make objects irradiate light, create floating motes of light, blast creatures with radiant energy, cast purifying light, create perpetual light, highlight creatures, cast sunlight and moonlight, create walls of light, shed an aura of light, strike with radiant stars, and bind a creature in chains of light.

Power sources

Divine

Table of contents

Light feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

When you damage an undead creature, you deal extra damage equal to your Aptitude Bonus.

As an action, you can choose to glow like a torch, shedding bright light in a 4-meter radius and dim light for an additional 4 meters. You can dismiss this light (no action required).

When you spend 4 or more hours with at least half of your flesh exposed to the sun, you don’t need to eat or sleep for the next 24 hours.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to fire and radiant damage.

Light concoctions

1 hour/catalyst

As an action, you can create a vial that sheds light equivalent in brightness to a torch when shaken and lasts until the vial is broken. As an action, a creature can throw this vial at a point within 5 meters, where it explodes on impact. Light spreads to fill a sphere twice as big as normal for the duration. The light sheds bright light and sheds dim light beyond the bright light to a distance equal to the sphere’s radius.

If any of this area overlaps with an area of darkness created by a concoction or spell using equal or less catalysts or mana, the darkness is dispelled.

unstable, 1 minute/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it is blinded for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

1 minute/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature and object in a sphere twice as big as normal centered on that point is outlined in blue, green, or violet light (your choice). An unwilling creature must make a Reflex saving throw to avoid the effect. For the duration, objects and affected creatures shed dim light in a 2-meter radius.

Any attack made against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Light spells

As an action, you create up to three small lights within 10 meters, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Each light sheds bright light in a 1-meter radius and dim light for an additional 1 meter.

When you cast this spell, or as an action on a later turn, you can:

  • Move the lights up to 10 meters to a new spot within 20 meters. A light must be within 5 meters of another light created by this spell, and a light winks out if it goes beyond 20 meters.
  • Cause a light within 10 meters to flash brightly.
  • Recreate any lights that flashed within 10 meters.

You can cause a light to brightly flash a creature within 1 meter of it. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 radiant damage and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end of your next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After flashing brightly, a light ends.

This spell immediately ends if you cast it again before its duration ends.

At higher levels

This spell’s damage increases by 1d6 and you can create an additional light when you reach 9th level (2d6; four lights) and 17th level (3d6; five lights).

1 hour

As an action, you, or an object you can touch that is no larger than 2 meters in any dimension sheds bright light in a 2-meter radius and dim light for an additional 3 meter for the duration. The light can be colored as you like. Completely covering you, or the object, with something opaque blocks the light. The spell ends if you cast it again or dismiss it on your turn (no action required).

If you target an object held or worn by a hostile creature, that creature must succeed on a Reflex saving throw to avoid the spell.

When you cast this spell, or as an action on a later turn, you can cause the light to brightly flash brightly a creature within 1 meter of you. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 radiant damage and has disadvantage on the next attack it makes before the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After flashing brightly, the spell ends.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, burning radiance erupts from you. Each creature within 1 meter of you must make a Fortitude saving throw.

On a failure, it takes 1d6 radiant damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, a ray of sunlight sears a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d8 radiant damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

concentration, 1 minute/mana

As an action, you blind the eyes of a creature that you can touch or see within 10 meters with radiant light. The creature must make a Fortitude saving throw.

On a failure, it takes 2d6 radiant damage and is blinded for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 1d6 + your spellcasting ability radiant damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or its eyes are blinded with light as it is blinded for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 3d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you restrain a creature that you can touch or see within 10 meters with glowing golden chains composed of pure light. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the chains, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, a dazzling array of flashing, colored light springs from your hand. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it is blinded and staggered until the end of its next turn.

M (ruby dust worth 50 sp, consumed)

As an action, a flame, equivalent in brightness to a torch, springs forth from an object that you touch and lasts until dispelled. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

As an action, sunlight bursts from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 1d8 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 2 additional mana so it deals no damage, but the sunlight continuously radiates from you. The duration changes to 1 minute/mana, concentration and the sunlight radiates from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

  • You can expend 1 additional mana if the sunlight continuously radiates from you, so the corona hedges out undead creatures. The corona prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the corona.

    If you move so that an affected creature is forced to pass through the corona, the spell ends.

concentration, 5 minutes/mana

As an action, a weapon you touch sheds radiant light. For the duration, the weapon radiates bright light in a 2-meter radius and dim light for an additional 2 meters and deals an extra 1d4 radiant damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to imbue an additional weapon you touch with radiant light.

concentration, 1 hour/mana

As an action, light spreads out from a point within 20 meters to fill a sphere twice as big as normal for the duration. The light sheds bright light and sheds dim light beyond the bright light to a distance equal to the sphere’s radius.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the source of the light with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell using equal or less mana, the spell that created the darkness is dispelled.

At the start of each of your turns if the light is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the light is magical sunlight. A creature with the Sunlight Sensitivity species trait is impacted. Non-magical darkness, as well as darkness created by spells of using equal or less mana, can’t darken the area.

  • Dawn. You can expend 1 additional mana and cast the spell as two actions so the sunlight beams with radiant energy. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. Whenever a creature starts its turn in the sphere, it must make a Fortitude saving throw. Undead and oozes have disadvantage on this saving throw.

    On a failure, a creature takes 1d8 radiant damage and is blinded until the end of its next turn.

    On a success, it takes half as much damage.

    You can increase the damage by 1d8 for every two additional mana expended.

    Additionally, this light makes it impossible for the creature to benefit from being invisible while in the bright light.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of corpses and undead within 20 meters of you. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

concentration, 1 minute/mana

As an action, each creature and object in a sphere twice as big as normal within 10 meters is outlined in blue, green, or violet light (your choice). An unwilling creature must make a Fortitude saving throw to avoid the effect. For the duration, objects and affected creatures shed dim light in a 2-meter radius.

Any attack made against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

As an action, a flash of light streaks toward a creature within 20 meters. Make a ranged spell attack against the target.

On a hit, it takes 3d12 radiant damage and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end of your next turn.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

Augment

You can increase the damage by 3d12 for each additional mana expended.

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability radiant damage to the attack’s damage roll and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end of your next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As an action, you can use the Dash action. Until the end of your turn, you don’t provoke opportunity attacks and you can move through other creatures as if they were difficult terrain, but can’t stop there. Each creature that you move through this turn must make a Fortitude saving throw.

On a failure, it takes 2d8 radiant damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d8 for each additional mana expended.

  • You can expend 1 additional mana to increase the damage by 1d8 and double the extra movement from your Dash.

As an action, you have resistance to radiant damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so the creature is immune to radiant damage.


Dampen the Light

1

As a reaction, which you use when you take radiant damage, you gain resistance to radiant damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes radiant damage. The creature gains the resistance instead.

As a reaction, which you use when you are hit by an attack or missed by 4 or less or taking radiant damage, light wreaths your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 1d6 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d6 for each additional mana expended.

As an action, a beam of brilliant light flashes out from your hand. Each creature in a cone or line must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 1d6 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 for each additional mana expended.

As a reaction, which you use when a creature that you can touch or see within 10 meters of you attacks you or another creature, you can cause light to flare before the attacker before it hits or misses. You impose disadvantage on the roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana so the creature has disadvantage on attacks until the start of its next turn.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 10 meters becomes starts to glow for the duration. The creature must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 2d6 radiant damage and is blinded until the end of its next turn as light bursts from its wounds and orifices. It radiates bright light in a 4-meter radius and dim light for an additional 4 meters.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d6 for each additional mana expended.

1 minute/mana

As two actions, you create two star-like motes in your space. They float in the air and orbit you for the duration. If you have four or more motes remaining, they shed bright light in a 5-meter radius and dim light for an additional 5 meters. If you have one to three motes remaining, they shed dim light in a 5-meter radius.

When you cast the spell—and once on on each of your turns thereafter as an action—you can expend a mote, sending it streaking toward a point within 20 meters. Once a mote reaches its destination or impacts against a solid surface, the mote explodes. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d8 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the number of motes by 2, the damage by 1d8 for each additional mana expended, and the damage by 1d8 for every two additional mana expended.

1 minute/mana

As two actions, a silvery beam of pale light shines down in a 1-meter radius, 10-meter-high cylinder centered on a point within 20 meters. Until the spell ends, dim light fills the cylinder.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw, which it does with disadvantage if it is a shapechanger.

On a failure, it takes 2d12 radiant damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the beam is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

If a shapechanger fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

Augment

You can increase the damage by 1d12 for each additional mana expended.

As two actions, you touch a creature and can remove the blinded, deafened, or poisoned condition.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Greater Purification. You can expend 1 additional mana to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed, paralyzed, or petrified it, or reduce its exhausted level by one.

As two actions, brilliant sunlight flashes at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 3d8 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If any of this spell’s area overlaps with an area of darkness created by a spell using equal or less mana, the spell that created the darkness is dispelled.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a shimmering wall of bright light at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 20 meters and dim light for an additional 20 meters. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 4d8 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 for each additional mana expended.

As a reaction, which you use when you are reduced to 0 health, you can instead burst with radiant energy. You instead drop to 1 health and regain 2d6 + your spellcasting ability health. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 3d6 radiant damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the healing by 1d6 and the damage by 1d6 for each additional mana expended.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick