
Opening the archive

Opening the archive
Sol
Profile details are still being written.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
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.
Hit Dice
HP Rules
Resource / Mod
Focus
Aspect Library Support
Open aspectLight
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.
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.
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.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
On this page
This is the public profile. Private play tools stay behind character access.
Access candidate Public Character
1/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Read profile
Lore, story links, public inventory, and public relationships are readable.
Like / react
Sign in to like/react here.
Comment
Sign in to comment as your profile.
Private sheet
Private sheet is only for the owner and DM.
Character Playability
Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
1/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Photokinesis has 42 sheet-ready powers; the character sheet has 0 action/resource hooks.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
No story appearances yet.
Relationships
Shared Aspect
No public inventory items yet.
Aliases
Tags
The stairway dragon fight resumes, Morgan blasts the dragon with Evan Pistachio's staff, and the dragon's poison breath nearly wipes out the party.
storyJeremiah revives Morgan with Revivify for the Aboleth, then reveals radiant and void-lit power as tensions around Ash's path sharpen.
storyThe Voiling General escapes through a void portal, Jeremiah pulls Oskar through, and Ash is blocked by a mind-flayer-like figure.
storyBirdfolk guide Herman Winger introduces the three-star dungeon tour group and gathers waiver confirmations before leading them into the cave system.
storyThis session moves the party from the paid three-star tour into the hidden master path through rat guidance and Maine’s memory alteration. The route reveals older loot, a teleporting rat named Heathcliff, Jeremiah Shadowplay’s Aboleth/void connection, dragon-grafted humanoids, and a living young black dragon.
aspectPhotokinesis 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.