Starcall
Psychoportation
Manifesting Time: 1 bonus action
Range: 120 feet
Maintenance: Concentration, up to 1 minute
Detection: Psychic, Gesture, Visual (overt)
You channel the cosmos to create a ball of hovering light that sheds bright light in a 20-foot radius sphere. The light is silver in color and doesn’t create dim light.
As a bonus action while the power is in effect, you can summon the light to your side, move it up to 60 feet in any direction, turn the light on or off, or expand or reduce the light’s radius up to its original size.
1. As an action, you can make a ranged power attack against a target within range with the light. On a hit, the ball of light will stick to that target until you move the ball or make a new attack with it. Attack rolls against the target never have disadvantage from visibility or illusory effects.
Empower. When you spend 2 power points (3), on a hit, the target takes 2d8 + your manifesting ability modifier radiant damage. The radiant damage increases by 1d8 for every 2 additional power points you spend.
If you spend 4 more power points (7), the ball of light bounces between targets. You can attack up to three additional targets provided each one is within 30 feet of the last target and within range. You can only attack a target once in a turn this way.
4. A creature with the light stuck to it or one which has taken damaged from the power’s shooting stars effect is illuminated in spectral light. Attack rolls made against these creatures have advantage while the power is in effect.
5. The light suppresses magical darkness within its radius.
Empower. When you spend 4 power points (9), if the power overlaps with an area of darkness created by a spell of 3rd-level or lower or a power augmented by 6 or fewer power points, the effect that created the darkness is dispelled or disrupted. For every 4 additional power points you spend, the spell level you can dispel increases by 1 and the power point total you can disrupt increases by 2.
11. As an action, you can condense the light into a 1-foot diameter orb that floats overhead up to 60 feet high within range. While the orb floats overhead, you can’t use the ball of light. At the start of your next turn this light automatically bursts and rains down in a cascade of shooting stars. Each creature you choose within a 30-foot radius cylinder that is as tall as the orb’s height must make a Dexterity saving throw. On a failed save, the creature takes 4d8 radiant damage and can’t benefit from darkvision or see into darkness for 1 minute. On a successful save, it only takes half of the damage.
Empower. For every 4 additional power points you spend, the radiant damage increases by 1d8.