Aspect Codex
Photokinesis
Photokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Photokinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Light
Touch one Large or smaller object that is not being worn or carried by an unwilling creature. Until the effect ends, the object sheds bright light in a 20-ft. radius and dim light for another 20 ft. The light can be any color you choose. Covering the object with something opaque blocks the light.
Starry Wisp
Launch a mote of light at one creature or object within range. Make a ranged power attack. On a hit, the target takes 4 (1d8) radiant damage, emits dim light in a 10-ft. radius until the end of your next turn, and cannot benefit from the invisible condition during that time.
Dancing Lights
Create up to four torch-size lights within range, appearing as torches, lanterns, glowing orbs, or one glowing Medium vaguely humanoid form. Each light sheds dim light in a 10-ft. radius. As a bonus action, move the lights up to 60 ft. A light vanishes if it exceeds range or is more than 20 ft. from another light created by this power.
Color Spray
A dazzling array of flashing colored light springs from your hand. Creatures of your choice in the cone must make a CON save or be blinded until the start of your next turn. A creature that succeeds still subtracts 1d4 from the next attack roll or Perception check it makes before then.
Faerie Fire
Objects in a 20-ft. cube within range are outlined in blue, green, violet, gold, or white light. Each creature in the cube is also outlined if it fails a DEX save. Affected targets shed dim light in a 10-ft. radius, cannot benefit from invisibility, and attack rolls against them have advantage if the attacker can see them.
Eye Burn
When a creature within range targets you with an attack, flash light into its senses. It must make a CON save. On a failed save, it is blinded until the end of the turn. On a success, it subtracts 1d4 from the triggering attack roll.
Guiding Bolt
Hurl a bolt of light toward one creature within range. Make a ranged power attack. On a hit, the target takes 18 (4d8) radiant damage, and the next attack roll made against it before the end of your next turn has advantage.
Continual Flame
A flame springs from an object you touch. It sheds bright light in a 20-ft. radius and dim light for another 20 ft. It looks like a normal flame, but creates no heat and consumes no fuel. It can be covered or hidden, but not smothered or quenched.
Shining Smite
The next time you hit with a weapon or power attack before the effect ends, the target takes an extra 2d6 radiant damage, sheds bright light in a 5-ft. radius, cannot benefit from invisibility, and grants advantage to attack rolls against it until the effect ends.
Moonbeam
A silvery beam of pale light shines in a 5-ft. radius, 40-ft. high cylinder centered on a point within range. When the beam appears, when it moves into a creature’s space, or when a creature enters or ends its turn there, that creature makes a CON save, taking 2d10 radiant damage on a failed save, or half on a success. Shape-shifted creatures that fail revert to their true form while in the beam.
Daylight
Bright sunlight spreads from a point within range and fills a 60-ft. radius sphere, shedding dim light for another 60 ft. If this light overlaps darkness created by a Tier 3 or lower power, that darkness is dispelled. You may instead cast the light on an object that is not being worn or carried.
Blinding Smite
The next time you hit with a weapon or power attack before the effect ends, the target takes an extra 3d8 radiant damage and must make a CON save or be blinded for the duration. A blinded target repeats the save at the end of each of its turns, ending the blindness on a success.
Spectrum Veil
Bend light around one willing creature or object you touch. For the duration, the target has advantage on Stealth checks made in bright or dim light and can shift its colors, brightness, and reflections. The effect ends early if the target attacks or uses a damaging power.
Harvest Moonglow
Call harvest moonlight in a 20-ft. radius sphere centered on a point within range. The area is silvery dim light. Invisible creatures and objects in the light become visible as translucent shimmering images. An ally in the light can use a bonus action to gain 2d6 temporary hit points, ending that benefit from this casting for itself.
Fount of Moonlight
Cool light wreathes your body, shedding bright light in a 20-ft. radius and dim light for another 20 ft. You have resistance to radiant damage, and your melee attacks deal an extra 2d6 radiant damage. When a creature you can see within 60 ft. damages you, you may use a reaction to force it to make a CON save or be blinded until the end of your next turn.
Sickening Radiance
Dim greenish light spreads in a 30-ft. radius sphere centered on a point within range. When a creature enters for the first time on a turn or starts there, it must make a CON save or take 4d10 radiant damage, subtract 1d4 from its next d20 test before the end of its next turn, and emit dim green light that prevents invisibility until the effect ends.
Hard-Light Shield
When you or a creature you can see within range takes damage, flash a pane of solid light into place. Reduce the damage by 4d8 + your CHA modifier. If the triggering attack relied on sight, the attacker subtracts 1d4 from its next attack roll before the end of its next turn.
Lightbend Invisibility
Touch one willing creature. For the duration, you bend light around it, causing it to become invisible while it is in bright or dim light. The effect ends early if the target enters darkness, attacks, or uses a damaging power.
Wall of Light
Create a shimmering wall of bright light up to 60 ft. long, 10 ft. high, and 5 ft. thick. It blocks line of sight but not movement and emits bright light 120 ft. When it appears, creatures in its area must make a CON save, taking 4d8 radiant damage and becoming blinded for 1 minute on a failed save, or half damage only on a success. A creature ending its turn in the wall takes 4d8 radiant damage.
Dawn
The light of dawn shines in a 30-ft. radius, 40-ft. high cylinder centered on a point within range. This light is sunlight. When the cylinder appears and whenever a creature ends its turn there, it must make a CON save, taking 4d10 radiant damage on a failed save, or half on a success. As a bonus action, move the cylinder up to 60 ft.
Radiant Cloak
For the duration, you shed bright light in a 30-ft. radius, have resistance to radiant damage, and may choose to appear painfully brilliant or perfectly backlit. Creatures that hit you with melee attacks take radiant damage equal to your CHA modifier, and you have advantage on Performance and Intimidation checks using light.
Prismatic Ward
When a creature you can see within range is targeted by an attack or line-of-sight power, split the incoming path through prismatic light. The protected creature gains +3 AC against the attack or advantage on the saving throw. If this causes the effect to miss or fail, the attacker is outlined in dim light until the end of your next turn.
Photokinetic Dominion
Your Photokinesis powers ignore resistance to radiant damage from creatures in bright light. You can perceive color, invisible distortions, reflected light, and magical darkness as distinct visual patterns within 120 ft.
Sunbeam
Launch a sunbeam in a 5-ft. wide, 60-ft. long line. Each creature in the line must make a CON save, taking 6d8 radiant damage and becoming blinded until the start of your next turn on a failed save, or half damage only on a success. Until the effect ends, you can use an action to create a new line. A mote of sunlight above you sheds bright light in a 30-ft. radius.
Hard-Light Bridge
Create up to ten contiguous 10-ft. panels of solid light within range, forming bridges, ramps, stairs, platforms, or simple cover. Each panel sheds dim light in a 10-ft. radius and can support Huge or smaller creatures. Hostile creatures treat the panels as difficult terrain unless you allow them passage.
Radiant Refraction
When a creature you can see within range takes radiant, force, fire, lightning, or light-based damage, bend the energy. Reduce the damage by 6d8 + your CHA modifier. If reduced to 0, redirect up to half the prevented damage as radiant damage to one creature within 60 ft. of the protected target.
Crown of Stars
Seven star-like motes of light orbit your head. As a bonus action, send one mote toward one creature or object within 120 ft. Make a ranged power attack. On a hit, the target takes 4d12 radiant damage. The effect ends when the last mote is expended. While four or more motes remain, you shed bright light in a 30-ft. radius; with one to three, dim light.
Prismatic Spray
Eight rays of light flash from you in a 60-ft. cone. Each creature in the cone must make a DEX save. Roll 1d8 for each target to determine the ray: fire, acid, lightning, poison, cold, restraint that can become petrification, blindness that may shift the target, or two rays. Damage rays deal 12d6 damage, or half on a successful save.
Solar Invisibility
Touch one willing creature. For the duration, the target bends ambient light so completely that it becomes invisible in bright or dim light and can move without revealing itself. If it enters darkness, it becomes faintly outlined. The effect ends early only if the target deals damage.
Mirror Maze
Create a 30-ft. radius maze of reflections and refracted light centered on a point within range. The area is difficult terrain for hostile creatures. A hostile creature that starts there must make a WIS save or be unable to distinguish true positions until the start of its next turn, giving attack rolls against it advantage and its attack rolls disadvantage.
Sunburst
Brilliant sunlight flashes in a 60-ft. radius sphere centered on a point within range. Each creature in the sphere must make a CON save, taking 12d6 radiant damage and becoming blinded for 1 minute on a failed save, or half damage only on a success. A blinded creature repeats the save at the end of each turn. This power also dispels darkness in its area created by any power.
Holy Star
Create a glowing mote that hovers above you. It grants three-quarters cover and sheds bright light in a 10-ft. radius. When you use this power and as a bonus action on later turns, unleash a shining bolt at one creature within 120 ft.; make a ranged power attack. On a hit, the target takes 4d10 force or radiant damage plus your CHA modifier. If you succeed on a save against a Tier 7 or lower power that targeted only you and created no area, you may use a reaction to deflect it back at the original user.
Solar Prison
Trap one creature within range in bands of hard light. The target must make a DEX save or become restrained and blinded for the duration. While restrained this way, it takes 22 (4d10) radiant damage at the start of each of its turns and repeats the save at the end of each turn, ending the effect on a success.
Radiant Sanctuary
Create a sanctuary of warm light in the emanation. Allies in the light have resistance to radiant and necrotic damage, cannot be blinded against their will, and gain temporary hit points equal to your CHA modifier at the start of each of their turns. Magical darkness of Tier 8 or lower cannot enter the area.
Prismatic Wall
Create a shimmering multicolored wall of light, either a vertical plane up to 90 ft. long and 30 ft. high or a globe up to 30 ft. in diameter. The wall sheds bright light out to 100 ft. Creatures you designate can pass safely. Others that approach must make a CON save or be blinded for 1 minute, and passing through the wall exposes them to seven damaging and disabling color layers.
Sovereign Spectrum
Your Photokinesis powers ignore radiant resistance and treat radiant immunity as resistance unless the target is divine, Artifact-grade, or story-protected. You can see through magical darkness of Tier 9 or lower and cannot be blinded by light unless you choose to be.
City of Light
Create up to thirty connected hard-light panels, bridges, walls, stairs, domes, or simple structures within range. The structure sheds bright light in a 120-ft. radius and can support Huge or smaller creatures. Hostile creatures that start their turns touching it must make a CON save or be blinded until the start of their next turn.
Blacklight Revelation
Fill the emanation with invisible-spectrum light. You and chosen allies can see invisible creatures, illusions, disguises, hidden writing, magical auras, traces of blood or residue, and planar distortions in the area. Hostile creatures relying on invisibility or illusion must make a CHA save when they start their turns there or become visibly outlined until the effect ends.
Avatar of the Sun
Become a living sun. For the duration, you are immune to radiant damage and the blinded condition, shed sunlight in a 120-ft. radius, and your Photokinesis powers ignore radiant resistance and immunity unless the target is divine, Artifact-grade, or story-protected. Once per turn when you deal radiant damage, add 2d10 radiant damage.
Absolute Radiance
Choose a point within range. A 120-ft. radius burst of impossible light erupts there. Creatures of your choice in the area must make a CON save, taking 110 (20d10) radiant damage and becoming blinded for 1 minute on a failed save, or half damage only on a success. Magical darkness, invisibility, and illusions of Tier 10 or lower in the area end.
Prismatic Dominion
The emanation becomes a realm of controlled spectrum. You choose which creatures are hidden, revealed, protected, or targeted by the light. Hostile creatures that start there must make a DEX save, taking 77 (14d10) radiant or variable prismatic damage and suffering one GM-approved color rider, such as blindness, restraint, slowed movement, or vulnerability to radiant damage until the start of your next turn.
Let There Be Light
Create a mythic photokinetic phenomenon tied to a place, object, sky, city, temple, or bloodline within range. Choose the principle with the GM: an eternal dawn, a city of hard light, a sunless star, a truth-revealing aurora, or a prison of pure radiance. It can be ended only by Tier 10 darkness, divine intervention, or a story condition set when created.