Light typically represents goodness, sunshine, or holiness.
- Beam (1 PP): Light-based damaging attacks are like a focused laser, providing armor piercing capability. Reduce the damage by one die type, but add AP 4 to the effect.
- Enhance (1 PP): This trapping applies directly to the Light power extending the duration to 1 hour (1/hour) or giving it a range of Arcabe Skill x 2 affecting animate targets as well (an unwilling target gets an opposed Agility roll to avoid). For 2 PP give it both abilities.
- Glow (1 PP): Subjects affected with a raise glow for the duration, creating light in their Area and on them. This can give them light, but also make them targets. An Instant power with that effect allows a character on Hold or with the Joker to make an attack for the split second the subject is illuminated (avoiding any darkness penalties to hit them). The character must take his action immediately after the caster’s turn to gain the benefit.
- Radiant (2 PP): The power gains the Radiant type, thus affecting or increasing damage (typically 1d6) for certain monsters.