Invoke Light

Cast (Action): You use one of the following powers:

  • Flare (Instantaneous): You briefly flood an adjacent 3-square cube with brilliant light. Each conscious creature in the area that can see must succeed on a Hard (4+) Agility test* or be blinded until the end of your next turn.

    You can spend 1 spirit point to heighten *the spell when you cast it, imposing disadvantage on this test.

  • Lamp (Persistent, Up to 8 Hours): You touch a Tiny nonmagical object that isn't worn or carried by another creature, and you cause it to glow any one color. The glow sheds bright light in a radius of your choice (maximum 12 squares) and dim light for an equal number of additional squares (see Vision and Light. The spell ends for a target that takes damage.

  • Twinkle (Special): You invent a simple photokinetic effect and use it on a target you can see within 12 squares of you (project the image of a rainbow, increase the brightness of a lit torch, and so on). The GM determines the limitations of the effect, including its duration (instantaneous, persistent, or concentration).