Feat: Solar Detonation

Blinding flames explode in a swirling sphere! The detonation fills a 20-foot burst within 60 feet of you. Each creature in the area takes @Damage[6d6[fire],2d6[vitality]|options:area-damage] damage, and can become Dazzled or Blinded depending on the result of its Reflex save. The light from Solar Detonation is sunlight for creatures with a particular vulnerability to sunlight. Each creature that attempts a save becomes temporarily immune to being dazzled or blinded by Solar Detonation for 10 minutes, but not the impulse's other effects.


Critical Success The creature is unaffected.

Success The creature takes half damage and is dazzled until the start of your next turn.

Failure The creature takes full damage and is blinded until the start of your next turn.

Critical Failure The creature takes double damage and is blinded for 1 minute.


Level (+2) Increase the fire damage by 1d6 and the vitality damage by 1d6.