Difference between revisions of "Continual Light (spell)"
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| − | [[File:Continual Light.jpg|right| | + | [[File:Continual Light.jpg|right|490px|thumb]] |
| + | '''Continual light''' creates a sphere of [[Illumination|illumination]] similar to that produced by the [[Light (spell)|light spell]], rendering the area of effect as bright as day. Anything outside the spell's area remains unchanged. Attacks or other attempts to target objects within the illuminated area from outside it are subject to the normal combat adjustments. Light produced by the spell cannot be reflected by a mirror so as to illuminate another place. The spell remains in effect until dismissed by the caster, and it must be dismissed before the spell may be cast again elsewhere. | ||
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{{Spelltable | {{Spelltable | ||
| name = Continual Light | | name = Continual Light | ||
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| duration = permanent | | duration = permanent | ||
| area of effect = 60 ft. diameter globe | | area of effect = 60 ft. diameter globe | ||
| − | | casting time = 2 rounds | + | | casting time = 2 [[Combat Round|rounds]] |
| save = none | | save = none | ||
| − | | level = [[Cleric 3rd Level Spells|cleric (3rd)]]; [[Illusionist 3rd Level Spells|illusionist (3rd)]]; [[Mage | + | | level = [[Cleric 3rd Level Spells|cleric (3rd)]]; [[Illusionist 3rd Level Spells|illusionist (3rd)]];<br>[[Mage 2nd Level Spells|mage (2nd)]] |
}} | }} | ||
| + | The spell is discharged upon a specific point or location. If discharged upon a creature's face, that creature is entitled to a [[Saving Throws|saving throw]], or else be [[Blindness (condition)|blinded]] for 1-4 rounds. A successful save provides no special effect. The spell's emanation point will then exist at that point in space where the creature's eyes were at the time of discharge; it will not move with the creature. | ||
| − | + | The caster may choose to make the effect smaller, but it cannot be adjusted once it is discharged. | |
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== Continual Dark == | == Continual Dark == | ||
| − | The reverse of the spell, '''continual dark''', | + | The reverse of the spell, '''continual dark''', creates total, impenetrable [[Darkness (spell)|darkness]] within the area of effect, denying vision by visible light, infravision and ultravision alike. To those outside the area, it is impossible to locate creatures within the effect. Intelligent characters wishing to move out of the darkness must first make a [[Ability Checks|wisdom check]]. Monsters must make an [[Ability Checks|intelligence check]]. |
| − | The reverse spell's area of effect is | + | The reverse spell's area of effect is reduced to a '''15 ft. radius''' instead of 30 ft. The spell's duration is unchanged. |
== Bringing the Spell into Play == | == Bringing the Spell into Play == | ||
| − | There should be some hesitation in casting the spell casually in the outdoors, | + | There should be some hesitation in casting the spell casually in the outdoors, as it can be seen from a great distance by predators or unwanted intruders. Still, the effectiveness of the spell in allowing the party to set up [[Camp|camp]] at night — with sufficient area for arranging bedrolls, setting up a [[Camp Tent|tent]], unhooking animals and so on — makes it worthwhile if the party is caught settling in after sundown. Note that torchlight likewise has the potential to alert observers. |
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| + | The spell is an effective beacon, especially when cast from a height, and has been used to warn ships from coastlines in the manner of a lighthouse; as its candle-power is comparable to daylight, it can be seen as a pinpoint on the horizon. It may be visible still farther from a ship's masthead. It also serves as a means for lost persons to find their way to safety when there is sufficient [[Line-of-sight|line-of-sight]]. | ||
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| − | + | [[Category: Clerical Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: Reviewed]] | |
Latest revision as of 20:59, 3 April 2026
Continual light creates a sphere of illumination similar to that produced by the light spell, rendering the area of effect as bright as day. Anything outside the spell's area remains unchanged. Attacks or other attempts to target objects within the illuminated area from outside it are subject to the normal combat adjustments. Light produced by the spell cannot be reflected by a mirror so as to illuminate another place. The spell remains in effect until dismissed by the caster, and it must be dismissed before the spell may be cast again elsewhere.
| Range | 120 ft. |
| Duration | permanent |
| Area of Effect | 60 ft. diameter globe |
| Casting Time | 2 rounds |
| Saving Throw | none |
| Level | cleric (3rd); illusionist (3rd); mage (2nd) |
The spell is discharged upon a specific point or location. If discharged upon a creature's face, that creature is entitled to a saving throw, or else be blinded for 1-4 rounds. A successful save provides no special effect. The spell's emanation point will then exist at that point in space where the creature's eyes were at the time of discharge; it will not move with the creature.
The caster may choose to make the effect smaller, but it cannot be adjusted once it is discharged.
Continual Dark
The reverse of the spell, continual dark, creates total, impenetrable darkness within the area of effect, denying vision by visible light, infravision and ultravision alike. To those outside the area, it is impossible to locate creatures within the effect. Intelligent characters wishing to move out of the darkness must first make a wisdom check. Monsters must make an intelligence check.
The reverse spell's area of effect is reduced to a 15 ft. radius instead of 30 ft. The spell's duration is unchanged.
Bringing the Spell into Play
There should be some hesitation in casting the spell casually in the outdoors, as it can be seen from a great distance by predators or unwanted intruders. Still, the effectiveness of the spell in allowing the party to set up camp at night — with sufficient area for arranging bedrolls, setting up a tent, unhooking animals and so on — makes it worthwhile if the party is caught settling in after sundown. Note that torchlight likewise has the potential to alert observers.
The spell is an effective beacon, especially when cast from a height, and has been used to warn ships from coastlines in the manner of a lighthouse; as its candle-power is comparable to daylight, it can be seen as a pinpoint on the horizon. It may be visible still farther from a ship's masthead. It also serves as a means for lost persons to find their way to safety when there is sufficient line-of-sight.
