Difference between revisions of "Continual Light (spell)"

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'''Continual light''' creates a sphere of [[Illumination|illumination]] similar to the [[Light (spell)|light spell]], causing the appearance of light so that the area of effect becomes as bright as day.  Anything outside the spell's effect will appear according to the natural conditions, without the spell influencing how those conditions are seen. Targeting objects inside the area of effect will carry normal combat adjustments. Light created by the spell will not reflect in a mirror outside the spell effect.
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'''Continual light''' creates a sphere of [[Illumination|illumination]] similar to the [[Light (spell)|light spell]], causing the appearance of light so that the area of effect becomes as bright as day.  Anything outside the spell's effect will appear according to the natural conditions, without the spell influencing how those conditions are seen. Targeting objects inside the area of effect will carry normal combat adjustments. Light created by the spell will not reflect in a mirror outside the spell effect.  The light will persist into full day and into the next night, if the caster is powerful enough.
  
WORKING...
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The spell is cast upon a specific point or location. If cast upon a creature's face, that creature is entitled to a saving throw, or else be blinded for 1-4 rounds. A successful save will cause the spell to emanate from the point in space where the creature was last, when the spell was cast.
  
Creates the same effect as the light spell, in that light replaces darkness so that the area of effect is as bright as day. Like light, the spell is cast upon a specific point or location.
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== Continual Dark ==
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The reverse of the spell, '''continual dark''', causes total, inpenetrable [[Darkness (spell)|darkness]] in the area of effect; the spell equally denies sight by visible light, infravision and ultravision. To those outside, it will be impossible to locate creatures inside the effect. Intelligent characters wishing to move out of the darkness must make an wisdom check first. Monsters need to make an intelligence check.
  
The reverse of the spell, continual dark, creates the effect of the [[Darkness, 15 ft. radius (spell)|darkness, 15 ft. radius]] spell, except that it is half the area of effect described above, creating a 30 ft. circle.
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The reverse spell's area of effect is greatly reduced to a '''15 ft. radius''' instead of 30 ft. The spell duration is unchanged.
  
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== Bringing the Spell into Play ==
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There should be some hesitation in casting the spell casually in the outdoors, because it could be seen from quite a distance by predators or unwanted intruders.  Still, the effectiveness of the spell in letting the party set up camp later at night, with a wide enough area to provide for arranging bedrolls, setting up a tent, unhooking the animals and so on makes it worthwhile to use should the party be caught settling in after the sun has gone down, without needing to use torchlight (which will also draw outsiders).
  
See Also,<br>
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The spell is an effective beacon, especially when cast from a height, and has been used to ward off ships from coastlines like a lighthouse; as the candle-power is similar to that of day, it can be seen as a pinpoint to the horizon, and further if the curvature of the earth is accounted for.  For lost persons, it might be a sure means of finding their way to safety, provided there is sufficient [[Line-of-sight|line-of-sight]].
[[Darkness (spell)]]<br>
 
[[Light (spell)]]
 

Revision as of 19:42, 5 October 2020

Continual Light.jpg
Continual Light
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 (3rd)

Continual light creates a sphere of illumination similar to the light spell, causing the appearance of light so that the area of effect becomes as bright as day. Anything outside the spell's effect will appear according to the natural conditions, without the spell influencing how those conditions are seen. Targeting objects inside the area of effect will carry normal combat adjustments. Light created by the spell will not reflect in a mirror outside the spell effect. The light will persist into full day and into the next night, if the caster is powerful enough.

The spell is cast upon a specific point or location. If cast upon a creature's face, that creature is entitled to a saving throw, or else be blinded for 1-4 rounds. A successful save will cause the spell to emanate from the point in space where the creature was last, when the spell was cast.

Continual Dark

The reverse of the spell, continual dark, causes total, inpenetrable darkness in the area of effect; the spell equally denies sight by visible light, infravision and ultravision. To those outside, it will be impossible to locate creatures inside the effect. Intelligent characters wishing to move out of the darkness must make an wisdom check first. Monsters need to make an intelligence check.

The reverse spell's area of effect is greatly reduced to a 15 ft. radius instead of 30 ft. The spell duration is unchanged.

Bringing the Spell into Play

There should be some hesitation in casting the spell casually in the outdoors, because it could be seen from quite a distance by predators or unwanted intruders. Still, the effectiveness of the spell in letting the party set up camp later at night, with a wide enough area to provide for arranging bedrolls, setting up a tent, unhooking the animals and so on makes it worthwhile to use should the party be caught settling in after the sun has gone down, without needing to use torchlight (which will also draw outsiders).

The spell is an effective beacon, especially when cast from a height, and has been used to ward off ships from coastlines like a lighthouse; as the candle-power is similar to that of day, it can be seen as a pinpoint to the horizon, and further if the curvature of the earth is accounted for. For lost persons, it might be a sure means of finding their way to safety, provided there is sufficient line-of-sight.