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 6-meters radius and dim light for an additional 6 meters. You can dismiss this as an action.

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

As an action, you can create a vial that holds a regular flame that sheds light equivalent in brightness to a torch and lasts until the vial is broken. The flame creates no heat and doesn’t use oxygen.

Light spells

concentration, 1 minute

As an action, you create up to four torch-sized lights within 35 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 1.5-meters radius.

As a bonus action on your turn, you can move the lights up to 18 meters to a new spot within 35 meters. A light must be within 6 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 6-meters cube within 35 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 3 meters in any dimension sheds bright light in a 1.5-meters radius and dim light for an additional 1.5 meters for the duration. The light can be colored as you like. Completely covering your or the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

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. One creature of you choice within 9 meters of your or the object must succeed on a Fortitude saving throw or take 1d8 radiant damage and have disadvantage on the next attack roll it makes before the end of its next turn.

After flashing brightly the spell ends.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, burning radiance erupts from you. Each creature that you can touch or see within 1.5 meters of you must succeed on a Fortitude saving throw or take 1d6 radiant damage.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

concentration, 1 minute/mana

As an action, you can create a blinding light. Choose one creature that you can touch or see within 18 meters to make a Fortitude saving throw.

On a failed save, a creature takes 2d10 radiant damage and is blinded for the duration.

On a successful save, the creature 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 4d10 for each additional mana expended.

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

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

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 1 additional mana 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. Additional augments to the damage increase the damage by 1d8 for each additional mana expended, instead of the normal increase.

  • 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 a bonus action, a weapon you touch sheds radiant light. For the duration, the weapon radiates bright light in a 3-meters radius and dim light for an additional 3 meters and deals an extra 1d6 radiant damage when it hits, or an extra 2d6 radiant damage against undead and oozes.

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 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

  • Crusader’s Mantle. You can expend 1 additional mana to radiate holy power in an aura shaped as a sphere twice as big as normal centered on you, awakening boldness in friendly creatures. The duration changes to 1 minute/mana, concentration and until the spell ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals the extra radiant damage when it hits with a weapon attack.

1 hour/mana

As an action, light spreads out from a point you choose within 35 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 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 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. Whenever a creature starts its turn in the sphere, it must make a Fortitude saving throw.

    On a failed save, a creature takes 3d4 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. You can increase the damage by 1d4 for each additional mana expended.

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

concentration, 1 minute/mana

As an action, each creature and object in a sphere twice as big as normal within 18 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 3-meters 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 35 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.

Augment

You can increase the damage by 6d8 for each additional mana expended.

1 hour/mana

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 18 meters for each additional mana expended. The creatures must be within 9 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 take 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 18 meters takes radiant damage. The creature gains the resistance instead.

As a reaction, which you take when you are hit by an attack or taking radiant damage, light wreaths your body, shedding bright light in a 3-meters radius and dim light for an additional 3 meters.

If the creature who damaged you is within 18 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 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.

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. Undead and oozes have disadvantage on this saving throw.

Augment

You can increase the damage by 2d6 for each additional mana expended.

As a reaction, which you take when a creature that you can touch or see within 18 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 so the creature has disadvantage on attack rolls until the start of its next turn.

concentration, 1 minute/mana

As an action, a creature that you can touch or see within 18 meters becomes filled with intense magical light as the light bursts from its wounds and orifices. The creature must succeed on a Fortitude saving throw or it is blinded and radiates bright light in a 6-meters radius and dim light for an additional 6 meters for the duration.

At the end of each of its turns while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, the creature takes 7d6 radiant damage.

On a successful save, the creature takes half as much damage and the spell ends. Undead and oozes have disadvantage on this saving throw.

Augment

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

concentration, 1 minute/mana

As an action, choose a creature that you can touch or see within 18 meters. The target must make a Reflex saving throw or be restrained by glowing golden chains composed of pure light for the duration. If the target succeeds on the save, the chains fades away.

A creature restrained by the chains can use its 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 target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, a silvery beam of pale light shines down in a 1.5-meters-radius, 12-meters-high cylinder centered on a point within 18 meters. Until the spell ends, dim light fills the cylinder.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the beam up to 18 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 5d6 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 3d6 for each additional mana expended.

As an action, brilliant sunlight flashes in a sphere centered on a point you choose within 35 meters. Each creature in that light must make a Fortitude saving throw.

On a failed save, a creature takes 3d8 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 1d8 for each additional mana expended.

concentration, 5 minutes/mana

As an action, you create a shimmering wall of bright light at a point you choose within 35 meters. 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 35 meters and dim light for an additional 35 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. A creature takes 2d8 radiant damage is blinded until the end of its next turn on a failed save, or half as much damage and isn’t blinded on a successful one. Undead and oozes have disadvantage on this saving throw.

Augment

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

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick