Light (Power)

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

Benign Sun

 * Type: passive


 * Prerequisite(s): 0 SP


 * Gain 1 additional AP per round. Reduce any lethal damage from external sources by 1.

Received upon selecting this power.

Tribute

 * Type: special 2


 * Prerequisite(s): 5 SP


 * Burn up to 4 HP; target ally within 30 ft. recovers HP equal to 3 x the HP you burned. The HP you burned cannot be healed except by resting.

They cannot go over their maximum HP.

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 3 non-lethal. This damage cannot be reduced.

Sunstrike

 * Type: standard


 * Prerequisite(s): 5 SP


 * Burn 2 HP, burn 2 supply, choose a square within 20 ft. of you; deal damage equal to your atk. die to all enemies within 10 ft. 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 effects until the end of your second round after activating this ability.

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 within line of sight who is using Focus 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): 7 SP


 * Burn 2 supply, choose two squares you can see within 30 ft. of you and each other that you can draw a line between without intersecting any person; create a 20 ft. 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.

Choosing two squares is part of the cost, and can be discerned by others.