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Radiance

Expression: Radiance

AX.GHW.08.06.01

The light is real. It does not ask permission.

Radiance is the combat-facing expression of Sacred Fire — directed radiant energy. Where the Hollow Pact's Consuming Dark is cold and draining, Radiance is heat and searing brightness. It is specifically and dramatically more effective against entities that occupy the Illuminated's category of "wrong things": shadow entities, undead, and certain categories of supernatural predators that the covenant defines as things the bloodline was empowered to oppose. Against these targets, Radiance is the most efficient weapon available.

Against other targets — humans, mundane creatures, even most supernatural beings that aren't specifically in the covenant's designated category — Radiance functions as conventional damage. Still useful. Not exceptional.

The damage type is Radiant. Shadow entities, undead, and specifically covenant-opposing entities have vulnerability to Radiant damage (GM defines specifically per entity, but standard guideline: doubles the damage number against such targets).

Radiance — Applications

Radiant Bolt (Primary Action, ranged attack)

Roll Governing Attribute + Sacred Fire (+ Focus if applicable) vs target's Defense. On hit, damage = total successes rolled (doubled vs vulnerable targets). Range: Near. Damage type: Radiant. The impact is visibly luminous — white or gold light that leaves a bright afterimage at the strike point for several seconds.

Extending range to Far: add 1 to the Threshold (one additional success required on top of Defense).

Available as a Free Action at Threshold 1 — a minor flash, Touch range, 1 Radiant damage. Useful for immediate combat, disrupting shadow effects, or igniting consecrated materials.

Sustained Light (Primary Action, Threshold 2, Close range)

The practitioner maintains a directed stream of radiant energy on one target at Close range. The target takes 1 Radiant damage per Turn (doubled vs vulnerable targets). Additionally, the target must make a Body Save vs Threshold 2 at the start of each of their Turns or become Blinded until the start of the practitioner's next Turn.

Roll to establish (Threshold 2). Maintaining the stream requires the practitioner's Primary Action each Turn. Additional Sacred Fire use while maintaining triggers Strain normally.

Radiant Burst (Primary Action, Threshold 3)

An area discharge — radiant energy released in a burst centered on the practitioner. All creatures in Close range of the practitioner take damage equal to the practitioner's successes on the roll (doubled vs vulnerable targets). The burst is centered on the practitioner, not projected — this is a release, not a throw.

Allies within Close range take damage normally unless protected. This application is typically used when the practitioner is surrounded.

Scaling: Excess successes extend burst radius (1 excess = Near radius), add Blinded condition to damaged targets (1 excess), or protect one specific adjacent ally from damage (1 excess per ally).

Backlash:

  • Minor: The radiance turns inward — the practitioner takes 1D3 Radiant damage from their own fire. Radiant damage from one's own covenant does not interact with any protective measures the practitioner has.
  • Moderate: The burst overexpresses. All creatures in Near range (not just Close) take 1 Radiant damage, ally or not. The practitioner's own radiant energy marks them visibly for the remainder of the scene — their presence registers to all supernatural awareness within Far range as luminously covenant-marked. The Veil, in this area, is thin.
  • Severe: The covenant's channel surges. The practitioner takes Radiant damage (internal). They become visibly radiant — physically luminous enough to be seen in darkness — until their next Long Rest. Mundane observers can see this clearly. The Veil is broken for any scene this practitioner enters while glowing.