11.13 Photomancy
Create and manipulate light to hinder foes and conceal allies.
11.13.1 Cantrips
|   Illuminate ✨  | Standard action | 
Tags: Visual, Sustain (attuneable, minor)
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A glowing light appears in midair in any location within Medium (60 ft.) range. It creates bright illumination in a radius of your choice, up to a maximum of 15 feet. You can freely choose the color of the light, but it is unchanging once created.
11.13.2 Rank 1 Spells
|   Beacon of Light ✨  | Standard action | 
|  
 Tags: Sustain (attuneable, minor)  | Rank 1 | 
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All of your abilities and equipment that create light have their light radius doubled. This includes mundane equipment you carry, such as torches.
|   Camouflage ✨  | Standard action | 
|  
 Tags: Attune  | Rank 1 | 
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If you have Stealth as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.
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Rank 3: The bonus increases to +4.
Rank 5: The bonus increases to +5.
Rank 7: The bonus increases to +6.
|   Color Spray ✨  | Standard action | 
|  
 Tags: Visual  | Rank 1 | 
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Make an attack vs. Reflex and Mental against each creature within a Small (15 ft.) cone from you.
Hit: The target is dazzled (20% miss chance, no special vision) as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 1.
|   Focusing Lens ✨  | Standard action | 
|   
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Rank 1 | 
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You are briefly focused (roll attacks twice). In addition, choose something within Long (90 ft.) range. You briefly gain a +2 accuracy bonus against that target.
|   Lightward ✨  | Standard action | 
|  
 Tags: Swift  | Rank 1 | 
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You are braced (+2 defenses) this round. This is a Swift effect, so it protects you from attacks during the current phase. In addition, whenever a creature makes a melee attack against you this round, make a reactive attack vs. Reflex against them.
Hit: The target is briefly dazzled (20% miss chance, no special vision).
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 1.
|   Mirror Image ✨  | Standard action | 
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Three illusory duplicates appear around you that mirror your every move. The duplicates shift chaotically in your space, making it difficult to hit you.
All targeted attacks against you have a 50% miss chance. Like other miss chances, this miss chance is rolled before determining whether the attack beats your defenses. When an attack misses in this way, it affects an image, destroying it. When the last image is destroyed, this ability provides no further benefit. This ability provides no defensive benefit against creatures immune to Visual abilities.
|   Radiant Aura ✨  | Standard action | 
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You are surrounded by a Medium (30 ft.) radius emanation of brilliant illumination. Whenever an enemy enters that area, make a reactive attack vs. Fortitude against them. After you attack a creature this way, it becomes immune to this attack from you until it finishes a short rest.
Hit: The target is briefly dazzled (20% miss chance, no special vision).
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The attack’s accuracy increases by +1 for each rank beyond 1.
|   Searing Light ✨  | Standard action | 
|   
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Rank 1 | 
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Make an attack vs. Reflex and Fortitude against something within Short (30 ft.) range. Whether you hit or miss, brilliant illumination briefly fills a 60 foot radius around a 5 ft. wide straight line between you and the target.
Hit: 1d8+1d6 damage.
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The damage increases by 1d6 for each rank beyond 1.
|   Wall of Light ✨  | Standard action | 
Cost: You briefly cannot use this ability or any other Barrier ability.
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You create a Medium (30 ft. long) wall of light within Medium (60 ft.) range. The wall is visible as a solid block of light. It blocks all forms of vision, including darkvision, but does not block senses like blindsight that do not require the use of eyes. It does not inhibit the passage of objects or creatures.
11.13.3 Rank 2 Spells
|   Borrow Vision ✨  | Standard action | 
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Make an attack vs. Mental against one creature within Medium (60 ft.) range. If you target an ally, this attack automatically succeeds.
Hit: This spell has no verbal components.
You see out of the target’s eyes instead of your own. This does not inhibit the target’s vision. Whenever you sustain this spell, you can change between seeing out of your eyes and seeing out of the target’s eyes. If you cannot see yourself, you are blinded (50% miss chance, -2 defenses) for combat purposes.
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The attack’s accuracy increases by +1 for each rank beyond 2.
|   Chromatic Orb ✨  | Standard action | 
|  
 Tags: Visual  | Rank 2 | 
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Make an attack vs. Reflex against one creature within Short (30 ft.) range.
Hit: 1d8+1d6 damage, and the target briefly suffers one of the following effects, chosen randomly: dazzled (20% miss chance, no special vision), frightened (-2 Mental, -2 accuracy vs. source) by you, goaded (-2 accuracy vs. non-goading creatures) by you, or -2 Reflex defense.
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The damage increases by 1d6 for each rank beyond 2.
|   Faerie Fire ✨  | Standard action | 
|   
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Rank 2 | 
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Make an attack vs. Mental against all enemies in a Medium (30 ft.) radius within Medium (60 ft.) range.
Hit: The target becomes surrounded by glowing lights that highlight its outline as a condition. This gives it a -10 penalty to the Stealth skill, and it gains no benefit from concealment or being invisible. Other miss chances, such as the miss chance from attacking it while dazzled, are unaffected.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 2.
|   Flash ✨  | Standard action | 
|  
 Tags: Visual  | Rank 2 | 
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Make an attack vs. Fortitude against all creatures in a Medium (30 ft.) cone from you. In addition, brilliant illumination briefly fills a 60 foot radius around you.
Hit: The target is dazzled (20% miss chance, no special vision) as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 2.
|   Illusory Twin ✨  | Standard action | 
|  
 Tags: Sustain (minor)  | Rank 2 | 
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You create an illusory duplicate of yourself overlayed on your body. Whenever you move using one of your movement speeds, you may also move the illusory duplicate the same distance in any direction. If the duplicate was sharing a space with you before this movement, onlookers must make a DV 20 Awareness check to identify which is the real you and which is the duplicate.
All of your duplicate’s defenses are 0. It has all of the same properties as you do when considering whether it is a valid target for attacks. For example, if you are living, your duplicate can also be affected by abilities that only work on living creatures. When it is hit by a targeted attack, it is destroyed. At the end of each round, if the duplicate is outside of Medium (60 ft.) range from you, it is destroyed. This ability is dismissed when your duplicate is destroyed.
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Rank 4: The maximum range increases to Long (90 ft.) range.
Rank 6: The maximum range increases to Distant (120 ft.) range.
|   Visual Illusion ✨  | Standard action | 
|  
 Tags: Sustain (standard)  | Rank 2 | 
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You create a simple visual image within a single 5 ft. square zone. While this spell’s effect lasts, you can change the image whenever you sustain it. It can have any shape you imagine, though it cannot create light, and you may need a Craft check to create particularly complex illusions.
The image is obviously unreal and partially transparent. Even an unintelligent observer can recognize the image to be an illusion with a difficulty value 5 Awareness check. It can provide concealment to anything on the other side of the illusion, but does not completely block sight.
11.13.4 Rank 3 Spells
|   Army of Twins ✨  | Standard action | 
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Choose up to five creatures from among yourself and your allies within Medium (60 ft.) range. In addition, choose one of the targets as the primary target. You make a Disguise check to alter each target’s appearance to exactly match the primary target (see Change Appearance). You gain a +4 bonus on the check, and you can freely alter the visual appearance of each target’s clothes and equipment, regardless of their original form.
|   Blur ✨  | Standard action | 
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All targeted attacks against you have a 20% miss chance. This ability provides no defensive benefit against creatures immune to Visual abilities.
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Your physical outline is distorted so it appears blurred, shifting, and wavering.
|   Illuminating Beacon ✨  | Standard action | 
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A glowing light appears in midair in any location within Distant (120 ft.) range. It creates bright illumination in a radius of your choice, up to a maximum of 60 feet. You can freely choose the color of the light, but it is unchanging once created.
|   Lightbeam Dash ✨  | Standard action | 
|   
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Rank 3 | 
Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.
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You teleport into an unoccupied destination on a stable surface within Short (30 ft.) range. A blast of brilliant illumination fills a 60 foot radius around both your starting location and your ending location. In addition, make an attack vs. Reflex against everything in a 5 ft. wide line between your starting location and your ending location.
Hit: 2d10 damage.
Miss: Half damage.
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The damage increases by 1d10 for each rank beyond 3.
|   Prismatic Spray ✨  | Standard action | 
|  
 Tags: Visual  | Rank 3 | 
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Make an attack vs. Reflex and Mental against each enemy within a Medium (30 ft.) cone from you.
Hit: The target is briefly dazzled (20% miss chance, no special vision) and stunned (-2 defenses).
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The attack’s accuracy increases by +1 for each rank beyond 3.
|   Radiant Field ✨  | Standard action | 
|   
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Rank 3 | 
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You create a field of light in a Medium (30 ft.) radius zone from your location. Brilliant illumination briefly fills a 60 foot radius from the area. Make an attack vs. Fortitude against all enemies in the area. During your next action, this effect repeats in the same area.
Hit: 1d8+1d6 damage.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 3.
|   Reflective Lightbeam ✨  | Standard action | 
|   
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Rank 3 | 
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Make an attack vs. Reflex against everything in a Large (60 ft. long), 5 ft. wide line from you. You can make the line bend at a 90 degree angle once during its length. This can allow it to include areas that you do not have line of sight or line of effect to.
Hit: 1d8+1d6 damage.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 3.
|   Sudden Mirrorswarm ✨  | Standard action | 
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You can activate this spell as a free action. When you do, a burst of illusory duplicates appear from your body, each appearing to performing a different action. All targeted attacks against you briefly have a 50% miss chance. After that time, this ability is dismissed.
This is a Swift effect, so it protects you from attacks during the current phase. It provides no defensive benefit against creatures immune to Visual abilities.
11.13.5 Rank 4 Spells
|   Greater Focusing Lens ✨  | Standard action | 
|   
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Rank 4 | 
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You are briefly focused (roll attacks twice). In addition, choose something within Distant (120 ft.) range. You briefly gain a +4 accuracy bonus against that target.
|   Massive Flash ✨  | Standard action | 
|  
 Tags: Visual  | Rank 4 | 
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Make an attack vs. Fortitude against all enemies in a Large (60 ft.) radius from you. In addition, brilliant illumination briefly fills a 60 foot radius around the area.
Hit: The target is dazzled (20% miss chance, no special vision) as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 4.
|   Pillars of Light ✨  | Standard action | 
|   
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Rank 4 | 
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Choose up to five Tiny (5 ft.) radius cylinder-shaped areas within Medium (60 ft.) range. Each cylinder is 30 feet high. Make an attack vs. Reflex against all creatures in any of those areas. The areas can overlap, but this does not allow you to make multiple attacks against the same creature. Whether you hit or miss, brilliant illumination briefly fills a 60 foot radius from each area.
Hit: 2d10 damage.
Miss: Half damage.
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The damage increases by 1d10 for each rank beyond 4.
|   Solar Ray ✨  | Standard action | 
|   
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Rank 4 | 
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Make an attack vs. Reflex and Fortitude against something within Short (30 ft.) range. Whether you hit or miss, brilliant illumination briefly fills a 60 foot radius around a 5 ft. wide straight line between you and the target.
Hit: 5d8 damage, and any extra damage is doubled.
Injury: The target suffers consequences as if it had been struck by a beam of natural sunlight. This can be deadly for some creatures.
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The damage increases by 2d8 for each rank beyond 4.
11.13.6 Rank 5 Spells
|   Blinding Sun ✨  | Standard action | 
|   
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Rank 5 | 
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When you cast this spell, brilliant illumination briefly fills a 60 foot radius around you. Next round, you can spend a standard action to make an attack vs. Fortitude against something within Short (30 ft.) range.
Hit: 8d10 damage.
Injury: The target becomes blinded (50% miss chance, -2 defenses) as a condition.
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The damage increases by 3d10 for each rank beyond 5.
|   Greater Beacon of Light ✨  | Standard action | 
|  
 Tags: Sustain (attuneable, minor)  | Rank 5 | 
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All of your abilities and equipment that create light have their light radius tripled. This includes mundane equipment you carry, such as torches.
|   Greater Lightward ✨  | Standard action | 
|  
 Tags: Swift  | Rank 5 | 
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You are braced (+2 defenses) this round. This is a Swift effect, so it protects you from attacks during the current phase. In addition, whenever a creature makes a melee attack against you this round, make a reactive attack vs. Reflex against them.
Hit: The target is dazzled (20% miss chance, no special vision) as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
|   Greater Mirror Image ✨  | Standard action | 
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This spell functions like the mirror image spell, except that the images are recreated immediately after being destroyed, so they never run out.
|   Illusory Field ✨  | Standard action | 
|  
 Tags: Sustain (standard)  | Rank 5 | 
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This spell functions like the visual illusion spell, except that the area of the illusion increases to a Small (15 ft.) radius zone.
|   Kaleidoscopic Pattern ✨  | Standard action | 
|  
 Tags: Compulsion, Sustain (minor), Visual  | Rank 5 | 
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You create a Medium (30 ft.) radius zone of multicolored patterns within Short (30 ft.) range. This has no immediate effect other than creating bright illumination in the area. During each of your subsequent actions, make an attack vs. Mental against all enemies in the area.
Hit: The target is briefly stunned (-2 defenses).
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The attack’s accuracy increases by +1 for each rank beyond 5.
|   Massive Chromatic Orb ✨  | Standard action | 
|  
 Tags: Visual  | Rank 5 | 
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Make an attack vs. Reflex against all enemies in a Medium (30 ft.) radius within Long (90 ft.) range.
Hit: 3d10 damage, and the target briefly suffers one of the following effects, chosen randomly: dazzled (20% miss chance, no special vision), frightened (-2 Mental, -2 accuracy vs. source) by you, goaded (-2 accuracy vs. non-goading creatures) by you, or -2 Reflex defense.
Miss: Half damage.
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The damage increases by 1d10 for each rank beyond 5.
|   Massive Wall of Light ✨  | Standard action | 
Cost: You briefly cannot use this ability or any other Barrier ability.
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This spell functions like the wall of light spell, except that it creates a Large (60 ft. long) wall of light within Long (90 ft.) range.
|   Solar Flare ✨  | Standard action | 
|   
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Rank 5 | 
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When you cast this spell, brilliant illumination briefly fills a 60 foot radius emanation around you. During your next action, make a reactive attack vs. Fortitude and Reflex against all enemies within that area, and brilliant illumination briefly fills a 60 foot radius around that area.
Hit: 5d8 damage.
Injury: The target suffers consequences as if it had been struck by a beam of natural sunlight, which can be deadly for some creatures.
Miss: Half damage.
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The damage increases by 2d8 for each rank beyond 5.
11.13.7 Rank 6 Spells
|   Distant Lightbeam Dash ✨  | Standard action | 
|   
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Rank 6 | 
Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.
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You teleport into an unoccupied destination on a stable surface within Long (90 ft.) range. In addition, make an attack vs. Reflex against everything in a 5 ft. wide line between your starting location and your ending location.
Hit: 5d8 damage.
Miss: Half damage.
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The damage increases by 2d8 for each rank beyond 6.
|   Invisibility ✨  | Standard action | 
|  
 Tags: Attune (deep)  | Rank 6 | 
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This spell has no verbal components.
You become invisible. This invisibility ends if you attack or take damage. If you spend one minute without attacking or taking damage, this invisibility is reapplied.
|   Massive Radiant Field ✨  | Standard action | 
|   
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Rank 6 | 
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This spell functions like the radiant field spell, except that the area increases to a Large (60 ft.) radius zone, and the damage increases to 5d8 damage.
|   Mighty Reflective Lightbeam ✨  | Standard action | 
|   
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Rank 6 | 
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This spell functions like the reflective lightbeam spell, except that the damage increases to 5d8 damage, and it only targets enemies in the area.
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The damage increases by 2d8 for each rank beyond 6.
11.13.8 Rank 7 Spells
|   Mighty Solar Ray ✨  | Standard action | 
|   
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Rank 7 | 
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Make an attack vs. Reflex and Fortitude against something within Short (30 ft.) range. Whether you hit or miss, brilliant illumination briefly fills a 60 foot radius around a 5 ft. wide straight line between you and the target.
Hit: 11d10 damage, and any extra damage is tripled.
Injury: The target suffers consequences as if it had been struck by a beam of natural sunlight. This can be deadly for some creatures.