Light (Power)

'''Atk. die': 1d4+PER (magic ranged 6)''

Benign Sun

 * Type: passive


 * Prerequisite(s): 5 SP


 * Modifies your maximum AP by +1. Reduce any lethal damage from external sources by 1.

Received upon selecting this power.

Condemnation

 * Type: reaction


 * Prerequisite(s): 3 SP


 * Burn 3 HP, target enemy who is beginning or continuing a combo; that combo ends. You and that target both take non-lethal equal to your PER. This damage cannot be reduced.

Glorious Day

 * Type: passive


 * Prerequisite(s): 3 SP


 * Your Attack standard action has unlimited range of the entire battlefield.

Sunstrike

 * Type: standard


 * Prerequisite(s): 5 SP


 * Burn 2 HP, burn 2 supply, choose a square within range 4 of you; deal damage equal to your atk. die to all enemies within range 2 of the chosen square.

Safe Space

 * Type: reaction


 * Prerequisite(s): 3 SP


 * Burn 1 supply, choose up to 3 squares; they cannot be chosen for any effects until the end of the second round after activating this ability.

Tribute

 * Type: special 2


 * Prerequisite(s): 5 SP


 * Burn up to 4 HP, target ally within range 3; that ally heals equal to twice the HP you burned. The HP you burned cannot be healed except by resting.

They cannot go over their maximum HP.

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Banishing Light

 * Type: passive


 * Prerequisite(s): 4 SP


 * Whenever an enemy targets you for an attack or ability, deal damage to that enemy equal to your current AP.

Brightblind

 * Type: reaction


 * Prerequisite(s): 3 SP


 * Burn 1 AP, target enemy in line of sight who is using Focus; that target does not regain supply.

Gleam

 * Type: special 2


 * Prerequisite(s): 4 SP


 * Burn 2 supply, target ally; any attacks against that target until the end of the next round have disadvantage. Can also be activated as a reaction, where instead: target any number of allies, burn 3 supply for each ally targeted; any attack rolls against those targets until the end of this round have disadvantage.

Serenity

 * Type: special 2


 * Prerequisite(s): 6 SP


 * Burn X supply, burn X HP; until the end of the next X round(s), when moving, you may move in any direction, and you do not fall at the start of the round.

Sustained Shield

 * Type: special 3


 * Prerequisite(s): 5 SP


 * Burn 2 supply, choose two squares you can see within 3 squares of you and each other that you can draw a line between without intersecting any character or obstruction; create a 3 square tall barrier between those two squares. Attacks, effects, and people cannot go through this barrier, but it does not obscure vision. This applies both ways. This effect lasts until the end of the next round.

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Glimpse the Sun

 * Type: special 3


 * Prerequisite(s): 5 SP


 * Burn 2 supply; enemies cannot benefit from stealth, and you and your allies ignore all terrain modifications, walls, or barriers in regards to obstructing vision, attacks, and effects, but not movement. This effect lasts until the end of your next turn.

Overwhelming Splendor

 * Type: passive


 * Prerequisite(s): 4 SP, Glorious Day


 * Reduce your atk. die by one step (1d3). The first time you use your Attack standard action each turn, you may make an additional attack on the same target.

Sanctify

 * Type: special 2


 * Prerequisite(s): 4 SP


 * Burn 3 supply, choose a number of squares up to your PER (min. 2); destroy any and all terrain modifications, walls, or barriers in those squares. Until you use this ability again or until the end of combat, no terrain modifications, walls, or barriers can be created in those squares.

Solar Powered

 * Type: special 2


 * Prerequisite(s): 5 SP


 * Burn X supply, choose either one target or X targets you can see; if you chose one, enhance the next X damage they deal until the end of your next turn. If you chose multiple, instead enhance the next damage they would deal.

Multiple enhancements on the same character or attack stack.

Lightspeed

 * Type: standard


 * Prerequisite(s): 4 SP


 * Burn 2 supply, target 2 characters within range 3+PER of each other; the targets swap spaces. If an enemy is targeted, they make a save; on a success, the ability does not work.

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