How It Works

Light and Dark points are earned through roleplaying, clever tactics, and GM discretion. When you spend a point, you choose either a General Effect available to all characters, or your Class Effect: a signature ability unique to your class.

A Light Point helps you or your allies. A Dark Point imposes a penalty or consequence on your enemies.

You may spend one point per round. Points do not carry over between sessions unless the GM rules otherwise.

Overflow XP is the other way to earn them. Everything you claim above your session cap converts at 3 XP to 1 point, to a limit of 3 points a session, and you take them at the start of the session after the one you earned them in. See XP & Leveling.

Advantage and Disadvantage

Advantage means you roll the d20 twice and use the higher result. Disadvantage means you roll twice and use the lower. Everything else about the roll is unchanged: the same modifiers, the same DC, the same degrees of success.

They do not stack. A second source of Advantage on the same roll gives you nothing further, and the same is true of Disadvantage. If a roll has both, they cancel and you roll once — however many of each are in play.

Point effects that grant Advantage or impose Disadvantage are declared before the roll is made.

General PF2e Classes SF2e Classes

General Effects Available to all characters

LightAdvantage
Gain Advantage on any attack roll, skill check, or saving throw you make.
DarkDisadvantage
Impose Disadvantage on any attack roll, skill check, or saving throw an enemy makes.
LightReroll Damage
Reroll all damage dice on an attack you just made. You must use the new result.
DarkNegation
Negate another creature's Light or Dark point as it is spent. The point is wasted.
LightStabilize
Instantly stabilize a dying creature you can see, bringing them to 0 HP and stable.
DarkHasten Death
Increase the dying condition of a dying creature you can see by 1.

PF2e Class Effects Pathfinder 2e

Alchemist
LightCatalytic Reaction
Combine two alchemical items you're holding into a single use. Both effects apply to the same target simultaneously.
DarkVolatile Agent
Your next bomb that hits spreads to all creatures adjacent to the target, dealing half the bomb's damage to each.
Animist
LightVessel
A spirit briefly inhabits you, granting you one additional Focus Point that must be used this turn on a focus spell from your spirit's granted list.
DarkSoul Snare
When a creature within 60 ft dies, you capture its departing soul. You hold it until you die, at which point the soul is released and you are instead returned to life with 1 HP. The soul is released harmlessly if unused by your next daily preparation.
Barbarian
LightHeightened Rage
For 1 round, all your rage bonuses are doubled (damage bonus, temp HP, resistance values).
DarkTerrifying Presence
All enemies within 15 ft become frightened 2 and cannot reduce this below frightened 1 while they remain within 15 ft of you for 1 round.
Bard
LightMagnum Opus
Your current composition's duration extends to 3 rounds and doesn't need to be sustained during this time.
DarkCacophony
One creature within 60 ft who can hear you loses their first action on their next turn.
Champion
LightMartyrdom
Absorb all damage from the next attack that would hit an ally within 15 ft, taking it yourself instead.
DarkJudgment
Your next Strike against a creature who damaged an ally since your last turn deals an additional 1d6 spirit damage per 2 character levels.
Cleric
LightIntercession
Immediately cast Heal at your highest spell level without expending a spell slot. It can only target others, not yourself.
DarkAnathema
A creature within 30 ft is cut off from magical healing for 1 round.
Druid
LightVerdant Restoration
Touch the ground and restore a 30 ft area to its natural state, poisons are neutralized, diseases are purged, and all allies standing in the area regain HP equal to your level.
DarkNature's Wrath
Thorns, roots, and natural growth erupt under a creature within 60 ft. It takes 2d6 piercing damage and its Speed is reduced to 5 ft for 1 round.
Exemplar
LightIkon Unleashed
Activate both your worn and held ikon simultaneously. Their effects stack for 1 round.
DarkMortal Challenge
Issue a divine challenge to one creature within 30 ft. For 1 round, it rolls twice and takes the worse result on attacks against anyone other than you.
Fighter
LightSecond Wind
Regain temporary HP equal to half your level.
DarkMuscle Memory
Repeat the last Strike, Grapple, Trip, or Disarm you made as a free action against the same target.
Gunslinger
LightRicochet
Your next shot bounces to a second target within 15 ft of the first, using the same attack roll and dealing the same damage to both.
DarkCrippling Shot
Your next ranged Strike that hits reduces the target's Speed by half for 1 round.
Inventor
LightEfficient Design
You can immediately craft one item you know the formula for at half the usual material cost. The crafting is instant but still requires materials on hand.
DarkSabotage
A creature's weapon or worn item within 30 ft becomes broken for 1 round. It still functions but takes the broken penalties.
Investigator
LightAlready Knew
Declare you anticipated this situation. Place one mundane item of your level or lower anywhere within 30 ft, you planted it there earlier.
DarkStudied Strike
Reveal a vulnerability. Your next Strike against a creature you've Recalled Knowledge about deals an additional 2d6 precision damage.
Kineticist
LightElemental Attunement
Attune to your element outside of combat. For 10 minutes, you can breathe in that element (water, fire won't burn you, etc.), move through it freely, and communicate with elementals of that type.
DarkConvergence
Combine two different elements you have access to into a single blast. The attack deals both damage types and applies the impulse effects of both.
Magus
LightResonance
Until end of turn, each Strike you land also applies your most recently cast cantrip's effect.
DarkSpell Sunder
Your next Spellstrike that hits also ends one spell effect currently active on the target (lowest level first).
Monk
LightEmpty Mind
Until the start of your next turn, you can substitute your Wisdom modifier for any other ability modifier on any check or save.
DarkStunning Blow
Your next unarmed Strike that hits causes the target to lose one action on its next turn. On a critical hit, the target loses two actions instead.
Oracle
LightClarity
Reduce your curse severity by one stage.
DarkDoom
Increase your curse severity by one stage. A creature within 60 ft has its next roll reduced by one success tier (critical success becomes success, success becomes failure, etc.).
Psychic
LightBilocation
You exist in two locations simultaneously for 1 round. Place a second copy of yourself in any unoccupied space within 60 ft. You can act from either location, and allies can flank using either copy. At end of round, choose which location you remain in.
DarkPsychic Rend
A creature within 60 ft has its next roll reduced by one success tier (critical success becomes success, success becomes failure, etc.).
Ranger
LightOne With the Land
You know the exact position of every creature within 120 ft regardless of concealment or invisibility for 1 round.
DarkApex Predator
Your next Strike against your hunted prey has its result increased by one success tier (failure becomes hit, hit becomes critical hit).
Rogue
LightReliable Talent
For 1 round, all your skill checks and Lore checks are treated as one success category higher (failure becomes success, success becomes critical success).
DarkLingering Wound
Your next sneak attack's damage becomes persistent damage of the same type.
Sorcerer
LightSpell Drain
When a spell targets you, absorb part of its energy. You regain HP equal to the spell's level. This does not negate the spell's effect.
DarkBloodline Surge
Immediately cast one spell from your bloodline's granted spells without expending a spell slot.
Summoner
LightFusion
Merge with your eidolon for 1 round. Occupy the same space, combine HP, use abilities from either. On separation, both are stunned 1.
DarkEidolon Ambush
Your eidolon teleports to any space within 60 ft and immediately makes a Strike with a +2 circumstance bonus.
Swashbuckler
LightShowstopper
Declare a specific flashy combat maneuver. You automatically succeed on any Athletics or Acrobatics check required to pull it off, and your next Strike deals double precision damage.
DarkHumiliation
After you hit a creature, it becomes so demoralized it provokes reactions from all your allies when it next takes any action. Lasts 1 round.
Thaumaturge
LightSympathetic Link
Touch an ally's weapon. For 1 round, it gains the material properties and weakness-exploitation of your implement.
DarkUnravel
Strip one active magical effect from a creature within 30 ft. The highest-level effect is removed first.
Witch
LightFamiliar Sacrifice
Your familiar intercepts one attack, spell, or ability targeting you or an ally within 30 ft, absorbing it completely. Your familiar dies but reforms at next daily preparation.
DarkHex Nail
Curse a creature within 60 ft. The next time it uses a reaction, the reaction fails and is wasted.
Wizard
LightSpell Compression
Cast two spells of half your maximum spell level or lower using a single set of actions. Both resolve simultaneously.
DarkCounterspell Surge
Automatically counter the next spell cast within 60 ft. The countered spell must be equal to or lower than your highest spell slot.

SF2e Class Effects Starfinder 2e

Envoy
LightBattlefield Promotion
One ally within 60 ft immediately takes a single action out of turn: Strike, Step, Interact, or Stand.
DarkTactical Override
Force one enemy within 60 ft to change its next action: if it was going to move, it must attack instead; if it was going to attack, it must move instead.
Mechanic
LightEmergency Override
Your drone or exocortex immediately takes 2 actions. It is stunned 1 at the start of your next turn.
DarkControlled Overload
Overload a piece of technology within 30 ft (weapon, armor, device). It ceases to function for 1 round.
Mystic
LightEpiphany
The GM reveals one true statement about the current encounter, creature, or situation that you could not have known through normal means.
DarkSever Connection
A creature within 60 ft loses access to one of its special abilities (lowest level) for 1 round. The GM determines which ability is severed.
Operative
LightContingency
Declare you prepared for this scenario. You planted one trap, device, or item at your current location or along your path before the encounter began.
DarkForgotten
If you succeed on a Stealth check, you become completely forgotten by all enemies for 1 round. They are unaware you exist and cannot target you. Taking a hostile action ends this.
Soldier
LightHold the Line
Plant yourself. Until start of your next turn, you cannot be moved against your will, and any enemy that moves within your reach provokes a reaction Strike. You cannot move.
DarkCovering Fire
Until the start of your next turn, one creature within your weapon's range cannot use reactions and must spend an additional action to move.
Solarian
LightEclipse
Gain the benefits of your full photon and graviton attunements simultaneously for 1 round. You lose all attunement afterward.
DarkGravity Crush
A creature within 30 ft is pulled to the ground. It falls prone, its Speed is halved, and it cannot fly or hover for 1 round.
Witchwarper
LightPhase Shift
You and up to 2 allies within 15 ft become incorporeal until the start of your next turn. You can move through walls and objects but cannot attack while incorporeal.
DarkDimensional Anchor
A creature within 60 ft is locked in place between realities. It cannot teleport, become incorporeal, or plane shift for 1 round, and its Speed is halved.
Light & Dark point effects are unique to the Estari campaign setting. Class effects cost 1 point of the matching type. General effects are available to all classes.