11.12 Photomancy
Create and manipulate light to hinder foes and conceal allies.
11.12.1 Cantrips
Beautify |
Usage time: Standard action. | Visual |
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This spell functions like the change appearance ability, except that you gain a +4 bonus, and you cannot change the appearance of your equipment, species, creature type, or number of limbs (see Change Appearance). This ability is commonly used to hide blemishes or to appear younger or older than one’s true age.
This ability lasts until you use it again or until you dismiss it.
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Rank 2: The bonus increases to +6.
Rank 4: The bonus increases to +8.
Rank 6: The bonus increases to +10.
Illuminate |
Usage time: Standard action. | Visual |
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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, and shadowy illumination in twice that radius. You can freely choose the color of the light, but it is unchanging once created.
This effect lasts until you use it again or until you dismiss it.
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Rank 2: The maximum radius of bright illumination increases to 30 feet.
Rank 4: The maximum radius of bright illumination increases to 60 feet.
Rank 6: The maximum radius of bright illumination increases to 120 feet.
11.12.2 Spells
Color Spray | Rank 1 |
Usage time: Standard action. | Visual |
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Make an attack vs. Reflex and Mental against each creature within a Medium (30 ft.) cone from you.
Hit: Each target is dazzled (20% miss chance, no special vision) as a condition. If it has no remaining damage resistance, it is also stunned (-2 defenses) as a separate 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.
Faerie Fire | Rank 1 |
Usage time: Standard action.
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Make an attack vs. Mental against all creatures in a Medium (30 ft.) radius within Long (90 ft.) range.
Hit: Each 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 1.
Flash |
Rank 1 |
Usage time: Standard action. | Visual |
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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range of you. In addition, brilliant illumination briefly fills a 60 foot radius around the target.
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.
Mirror Image | Rank 1 |
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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 identify your real location.
All targeted attacks against you have a 20% 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.
Wall of Light | Rank 1 |
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You create a Medium (30 ft. long) wall of light within Long (90 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.
After using this ability, you briefly cannot use it or any other Barrier ability.
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Rank 3: You can choose to create a Large (60 ft. long) wall instead.
Rank 5: You can choose to create a Huge (90 ft. long) wall instead.
Rank 7: You can choose to create a Gargantuan (120 ft. long) wall instead.
Borrow Vision | Rank 2 |
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Make an attack vs. Mental against one creature within Medium (60 ft.) range of you. 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 Armor and Ref) for combat purposes.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Illusory Twin | Rank 2 |
Usage time: Standard action. | Sustain (minor) |
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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 cannot tell which is the real you and which is the duplicate. When the duplicate is attacked 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 effect ends when there are no duplicates remaining.
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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.
Radiant Aura | Rank 2 |
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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 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.
Searing Light | Rank 2 |
Usage time: Standard action.
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Make an attack vs. Reflex against anything 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: 1d10 energy damage. If this attack beats a creature’s Fortitude defense, you deal it extra damage equal to your power.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Army of Twins | Rank 3 |
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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.
Blurred Motion | Rank 3 |
Usage time: Standard action. | Attune |
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If you move at least 10 feet during the movement phase, you gain a +1 bonus to Armor defense until the end of that round.
Chromatic Orb | Rank 3 |
Usage time: Standard action. | Visual |
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Make an attack vs. Reflex against anything within Medium (60 ft.) range.
Hit: 1d6 damage +1 per 2 power. If the target loses hit points from this damage, it suffers one of the following effects as a condition, chosen randomly: frightened (-2 Mental, -2 accuracy vs. source) by you, goaded (-2 accuracy vs. non-goading creatures) by you, slowed (half speed, -2 Armor and Ref), or stunned (-2 defenses).
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The attack’s accuracy increases by +1 for each rank beyond 3.
Invisibility | Rank 3 |
Usage time: Standard action.
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This spell has no verbal components. After you cast it, you briefly cannot cast it again.
You briefly become invisible (see Invisible).
Lightbeam Dash | Rank 3 |
Usage time: Standard action.
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: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 3.
Reflective Lightbeam | Rank 3 |
Usage time: Standard action.
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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: 1d10 damageenergy.
Miss: Half damage.
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The damage increases by +2 for each rank beyond 3.
Kaleidoscopic Pattern | Rank 4 |
Usage time: Standard action. | Compulsion, Sustain (minor), Visual |
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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 creatures in the area.
Hit: Each target with no remaining damage resistance is stunned (-2 defenses) 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.
Radiant Field | Rank 4 |
Usage time: Standard action.
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You create a field of light in a Medium (30 ft.) radius zone from your location. When you cast this spell, and during your next action, make an attack vs. Fortitude against all enemies in the area. In addition, brilliant illumination briefly fills a 60 foot radius from the area.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Solar Flare | Rank 4 |
Usage time: Standard action.
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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 an attack vs. Fortitude and Reflex against all enemies within that area, and brilliant illumination briefly fills a 60 foot radius around that area.
Hit: 7d8 damage. Each creature that loses hit points also 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 3d8 for each rank beyond 4.
Blinding Flash | Rank 5 |
Usage time: Standard action. | Visual |
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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range of you. In addition, brilliant illumination briefly fills a 60 foot radius around the target.
Hit: If the target has no remaining damage resistance, it becomes blinded (50% miss chance, -2 Armor and Ref) 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 5.
Blur |
Rank 5 |
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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.
Mass Blurred Motion | Rank 5 |
Usage time: Standard action. | Attune (target) |
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This spell functions like the blurred motion spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.
Pillars of Light | Rank 5 |
Usage time: Standard action.
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Choose up to five Tiny (5 ft.) radius areas within Long (90 ft.) range of you. Make an attack vs. Reflex and Fortitude 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: 1d6 damage plus 1d6 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Prismatic Spray | Rank 5 |
Usage time: Standard action. | Visual |
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Make an attack vs. Reflex and Mental against each creature within a Medium (30 ft.) cone from you.
Hit: Each target is dazzled (20% miss chance, no special vision) and stunned (-2 defenses) as two separate conditions.
Critical hit: Each 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 5.
Solar Ray | Rank 5 |
Usage time: Standard action.
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Make an attack vs. Reflex against anything 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. If this attack beats a creature’s Fortitude defense, it deals maximum damage. If the target loses hit points, it 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 5.
Distant Lightbeam Dash | Rank 6 |
Usage time: Standard action.
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 Distant (120 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: 1d6 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 6.
Enduring Invisibility | Rank 6 |
Usage time: Standard action. | Attune (deep) |
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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.
Greater Mirror Image | Rank 6 |
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This spell functions like the mirror image spell, except that the miss chance increases to 50%.
Mighty Reflective Lightbeam | Rank 6 |
Usage time: Standard action.
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This spell functions like the reflective lightbeam spell, except that the damage increases to 5d8 damageenergy.
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The damage increases by 2d8 for each rank beyond 6.
Efficient Chromatic Orb | Rank 7 |
Usage time: Standard action. | Visual |
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This spell functions like the chromatic orb spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power, and damaged creatures suffer a condition even if they did not lose hit points.
Greater Blurred Motion | Rank 7 |
Usage time: Standard action. | Attune |
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If you move at least 30 feet during the movement phase, you gain a +2 bonus to Armor defense until the end of that round.
Massive Radiant Field | Rank 7 |
Usage time: Standard action.
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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 1d6 per 2 power.
11.12.3 Rituals
Continuous Light | Rank 1 |
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Choose yourself or one Medium or smaller ally or unattended object within Medium (60 ft.) range. The target glows like a torch, emitting bright illumination in a Small (15 ft.) radius.
This ritual requires one fatigue level from its participants.
Disguise Image | Rank 1 |
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You make a Disguise check to alter your appearance (see Change Appearance). You gain a +4 bonus on the check, and you can freely alter the visual appearance of your clothes and equipment, regardless of their original form.
This ritual requires one fatigue level from its participants.
False Decrepify | Rank 1 |
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Choose one Medium or smaller unattended object within Short (30 ft.) range. The target appears old and worn down. It may be appear dusty, have cracks and wrinkles from age, or otherwise appear undesirable and low quality.
This ritual requires one fatigue level from its participants.
Permanent Light | Rank 2 |
Casting time: One hour. | Visual |
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This ritual functions like the continuous light ritual, except that the effect lasts for one year.
This ritual requires one fatigue level from its participants.
Mass Disguise Image | Rank 3 |
Casting time: One minute. | Attune (target) |
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This ritual functions like the disguise image ritual, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.
This ritual requires one fatigue level from its participants.
Massive Continuous Light | Rank 3 |
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This ritual functions like the continuous light ritual, except that the area increases to a Large (60 ft.) radius.
This ritual requires one fatigue level from its participants.
Malleable Disguise | Rank 4 |
Casting time: One hour. | Attune |
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This ritual functions like the disguise image ritual, except that you can change the nature of the disguise as a minor action.
This ritual requires one fatigue level from its participants.
Massive Permanent Light | Rank 4 |
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This ritual functions like the continuous light ritual, except that the area increases to a Large (60 ft.) radius, and the effect lasts for one year.
This ritual requires one fatigue level from its participants.
Brilliant Light | Rank 5 |
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Choose yourself or one Medium or smaller ally or unattended object within Medium (60 ft.) range. The target glows like a torch, emitting brilliant illumination in a Small (15 ft.) radius.
This ritual requires one fatigue level from its participants.
Massive Brilliant Light | Rank 7 |
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This ritual functions like the brilliant light ritual, except that the area increases to a Large (60 ft.) radius.
This ritual requires one fatigue level from its participants.