Kryx RPGThemesMonsters

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 proficiency 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 twice as big as normal must succeed on a Fortitude saving throw or be 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 roll 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

concentration, 1 minute

As an action, you create up to four torch-sized lights within 20 meters, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 1-meter radius.

As an action, you can move the lights up to 10 meters to a new spot within 20 meters. A light must be within 4 meters of another light created by this spell, and a light winks out if it exceeds the spell’s range.

1 minute

As an action, you can increase the amount of light emitted from objects in a 4-meter radius within 20 meters. You can increase the light level by one step (no light to dim light, or dim light to bright light).

The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell’s duration.

1 hour

As an action, you, or an object you touch that is no larger than 2 meters in any dimension sheds bright light in a 1-meter radius and dim light for an additional 1 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 flash brightly. A creature within 5 meters of you or the object must make a Fortitude saving throw.

On a failed save, it takes 1d8 radiant damage and has disadvantage on the next attack roll it makes before the end of its next turn.

After flashing brightly the spell ends.

At higher levels

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

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

On a failed save, a creature takes 1d6 radiant 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 which must make a Reflex saving throw. The target gains no benefit from cover for this saving throw.

On a failed save, it takes 1d10 radiant damage.

At higher levels

This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you blind its eyes with light as it takes 3d6 radiant damage and is blinded for the duration.

On a successful save, it takes half as much damage and isn’t blinded.

A 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 6d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 10 meters must make a Reflex saving throw.

On a failed save, the creature is restrained by glowing golden chains composed of pure light for the duration. While restrained by this spell, the creature takes 1d6 radiant damage at the start of each of its turns.

A creature restrained by the chains or one that can touch the creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC. On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d6 for each additional mana or psi expended.

  • You can target one additional creature for each additional mana or psi 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 succeed on a Fortitude saving throw or be blinded and staggered until the end of your 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 on the ground other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, a creature takes 2d8 radiant damage and is blinded until the end of its next turn.

On a successful save, a creature takes half as much damage, but isn’t blinded.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d8 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so 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.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

  • You can expend 1 additional mana or psi 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 or psi

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 1d6 radiant damage when it hits, or an extra 2d6 radiant damage against undead and oozes.

If the attack misses by 4 or less, the weapon deals half as much 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 or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended and an additional 1d6 for every two additional mana or psi expended.

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

concentration, 1 hour/mana or psi

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.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi and cast the spell as two actions so the sunlight beams with radiant energy. The sphere is now sized based on the mana or psi expended and the duration changes to 5 minutes/mana or psi, 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 failed save, a creature takes 2d6 radiant damage and is blinded until the end of its next turn.

    On a successful save, it takes half as much damage and isn’t blinded by this spell.

    You can increase the damage by 1d6 for each additional mana or psi 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 or psi

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 or psi

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 roll 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, the target takes 4d8 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

If you miss by 4 or less, the target takes half as much damage, but no additional effects apply.

Augment

You can increase the damage by 6d8 for each additional mana or psi 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, taking 2d8 radiant damage on a failed save, or half as much damage on a successful one.

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

  • You can expend 1 additional mana or psi to double the extra movement from your Dash and increase the damage by 2d8.

1 hour/mana or psi

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

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

  • Immunity. You can expend 2 additional mana or psi 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 or psi 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 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 failed save, it takes 1d10 radiant damage and it is blinded until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t blinded.

Augment

You can increase the damage by 2d10 for each additional mana or psi 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. Undead and oozes have disadvantage on this saving throw.

On a failed save, a creature takes 2d6 radiant damage and is blinded until the end of its next turn.

On a successful save, it takes half as much damage and isn’t blinded by this spell.

Augment

You can increase the damage by 2d6 for each additional mana or psi 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 attack roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana or psi so the creature has disadvantage on attack rolls until the start of its next turn.

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 10 meters becomes starts to glow for the duration.

At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw. Undead and oozes have disadvantage on this saving throw.

On a failed save, light bursts from its wounds and orifices as it takes 8d6 radiant damage and is blinded and radiates bright light in a 4-meter radius and dim light for an additional 4 meters.

On a successful save, it takes half as much damage and the spell ends.

Augment

You can increase the damage by 5d6 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, you create two star-like motes in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as an action on each of your turns thereafter—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 the point where the mote explodes must make a Reflex saving throw.

On a failed save, a creature takes 5d6 radiant damage and is blinded until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t blinded

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.

Augment

You can increase the number of motes by 2 and the damage by 3d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

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 10 meters. Until the spell ends, dim light fills the cylinder.

When you cast the spell—and as an action on each of your turns thereafter—you can move the beam up to 10 meters.

When a creature enters the spell’s area for the first time on a turn or starts its turn there (not when the spell moves over the creature), it is engulfed in ghostly flames that cause searing pain, and it must make a Fortitude saving throw. It takes 3d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it 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 2d10 for each additional mana or psi expended.

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

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

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

As two actions, brilliant sunlight flashes in a sphere centered on a point within 20 meters. Each creature in that light must make a Fortitude saving throw.

On a failed save, a creature takes 5d6 radiant damage and is blinded until the end of its next turn.

On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

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 2d6 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, you create a shimmering wall of bright light at a point within 20 meters for the duration. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. 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.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Fortitude saving throw. Undead and oozes have disadvantage on this saving throw.

On a failed save, a creature takes 2d8 radiant damage and is blinded until the end of its next turn.

On a successful save, it takes half as much damage and isn’t blinded.

Augment

You can increase the damage by 1d8 for each additional mana or psi 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 3d6 health. Each creature of your choice in a sphere around you must make a Fortitude saving throw.

On a failed save, a creature takes 4d6 radiant damage.

On a successful save, a creature takes half as much damage.

Augment

You can increase the healing by 1d6 and the damage by 1d6 for each additional mana or psi 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, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick