Solarmancy

( Core Element ) Elementalism - Solarmancy Ability The ability to control and manipulate Solar Energy.

Light - Elementalism

XP Cost: 1   Prerequisites: Elementalism

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Ambient Light Energy.

Using a Motion: You can target a 4 meter area of Bright or Dim light and cause it to move up to 6 meters, Reshape or Animate as you see fit. You can also increase or decrease the amount of light generated by light sources in the Area by up to 2 Lighting Conditions.

Pocketful of Sunshine: Using an Action, you can store a small amount of sunlight in a physical form. It resembles light emitting glass and illuminates 20 Meters in every direction with dim light and 10 Meters in every direction with bright light when uncovered. It persists for 1 hour or until this ability is no longer being sustained.

Sunflare: Make a Ranged Spell Attack vs a target within Range while you yourself are within Range of a Source of Bright Light. If you hit the target, it is dealt 1d10 + Spellcasting Modifier Burn Damage and must roll a Constitution Saving Throw. The DC is equal to the Caster’s Spell Save DC.

If the target Fails the Saving Throw it suffers from the Blinded Condition until the end of its next turn.

If the Target Passes the Saving Throw it is unaffected.

Brilliant Flash: Target a 4 Meter Area within Range of a Source of Bright Light. All creatures in the area must Roll a Dexterity or Constitution Saving Throw. The DC is equal to the caster’s Spell Save DC.

Creatures that Fail the Saving Throw are dealt 1d8 Burn Damage and suffer from the Blinded Condition until the end of their next turn.

Creatures that Pass the Saving Throw are unaffected.

Sustain: Sustaining this Ability allows the Pocketful of Sunshine or Animated Light to persist until this spell is no longer being sustained.

Overpower: The Caster can spend an additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,

Or Increase the Area of this Ability by 2 Meters,

Or Increase the Distance light can be Moved by 2 Meters,

Or Increase the DC for any of this Ability’s Saving Throws by 2,

Or Increase the Damage dealt by this Ability’s Sunflare or Brilliant Flash options by 1d6 Burn Damage.