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.
Gain Advantage on any attack roll, skill check, or saving throw you make.
Impose Disadvantage on any attack roll, skill check, or saving throw an enemy makes.
Reroll all damage dice on an attack you just made. You must use the new result.
Negate another creature's Light or Dark point as it is spent. The point is wasted.
Instantly stabilize a dying creature you can see, bringing them to 0 HP and stable.
Increase the dying condition of a dying creature you can see by 1.
Combine two alchemical items you're holding into a single use. Both effects apply to the same target simultaneously.
Your next bomb that hits spreads to all creatures adjacent to the target, dealing half the bomb's damage to each.
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.
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.
For 1 round, all your rage bonuses are doubled (damage bonus, temp HP, resistance values).
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.
Your current composition's duration extends to 3 rounds and doesn't need to be sustained during this time.
One creature within 60 ft who can hear you loses their first action on their next turn.
Absorb all damage from the next attack that would hit an ally within 15 ft, taking it yourself instead.
Your next Strike against a creature who damaged an ally since your last turn deals an additional 1d6 spirit damage per 2 character levels.
Immediately cast Heal at your highest spell level without expending a spell slot. It can only target others, not yourself.
A creature within 30 ft is cut off from magical healing for 1 round.
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.
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.
Activate both your worn and held ikon simultaneously. Their effects stack for 1 round.
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.
Regain temporary HP equal to half your level.
Repeat the last Strike, Grapple, Trip, or Disarm you made as a free action against the same target.
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.
Your next ranged Strike that hits reduces the target's Speed by half for 1 round.
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.
A creature's weapon or worn item within 30 ft becomes broken for 1 round. It still functions but takes the broken penalties.
Declare you anticipated this situation. Place one mundane item of your level or lower anywhere within 30 ft, you planted it there earlier.
Reveal a vulnerability. Your next Strike against a creature you've Recalled Knowledge about deals an additional 2d6 precision damage.
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.
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.
Until end of turn, each Strike you land also applies your most recently cast cantrip's effect.
Your next Spellstrike that hits also ends one spell effect currently active on the target (lowest level first).
Until the start of your next turn, you can substitute your Wisdom modifier for any other ability modifier on any check or save.
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.
Reduce your curse severity by one stage.
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.).
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.
A creature within 60 ft has its next roll reduced by one success tier (critical success becomes success, success becomes failure, etc.).
You know the exact position of every creature within 120 ft regardless of concealment or invisibility for 1 round.
Your next Strike against your hunted prey has its result increased by one success tier (failure becomes hit, hit becomes critical hit).
For 1 round, all your skill checks and Lore checks are treated as one success category higher (failure becomes success, success becomes critical success).
Your next sneak attack's damage becomes persistent damage of the same type.
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.
Immediately cast one spell from your bloodline's granted spells without expending a spell slot.
Merge with your eidolon for 1 round. Occupy the same space, combine HP, use abilities from either. On separation, both are stunned 1.
Your eidolon teleports to any space within 60 ft and immediately makes a Strike with a +2 circumstance bonus.
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.
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.
Touch an ally's weapon. For 1 round, it gains the material properties and weakness-exploitation of your implement.
Strip one active magical effect from a creature within 30 ft. The highest-level effect is removed first.
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.
Curse a creature within 60 ft. The next time it uses a reaction, the reaction fails and is wasted.
Cast two spells of half your maximum spell level or lower using a single set of actions. Both resolve simultaneously.
Automatically counter the next spell cast within 60 ft. The countered spell must be equal to or lower than your highest spell slot.
One ally within 60 ft immediately takes a single action out of turn: Strike, Step, Interact, or Stand.
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.
Your drone or exocortex immediately takes 2 actions. It is stunned 1 at the start of your next turn.
Overload a piece of technology within 30 ft (weapon, armor, device). It ceases to function for 1 round.
The GM reveals one true statement about the current encounter, creature, or situation that you could not have known through normal means.
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.
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.
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.
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.
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.
Gain the benefits of your full photon and graviton attunements simultaneously for 1 round. You lose all attunement afterward.
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.
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.
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.