Difference between revisions of "Light (spell)"

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Causes the appearance of light, so that the area of effect will become 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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{{Spelltable
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| name = Light
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| range = cleric (120 ft.); illusionist (30 ft. per level)
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| duration = 1 hour per [[Experience (X.P.)|level]]
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| area of effect = 20 ft. radius globe
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| casting time = 1 [[Combat Round|round]]
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| save = none
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| level = [[Cleric 1st Level Spells|cleric (1st)]], [[Illusionist 1st Level Spells|illusionist (1st)]], [[Mage 1st Level Spells|mage (1st)]]
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}}
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[[File:Light-1st.jpg|thumb|520px|]]
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The spell is cast upon a specific point or location, from which the light emanates.  The light is sufficient to eliminate penalties from bad [[Illumination|illumination]], is bright enough to read by and can be transported if the specific point can be moved or relocated.
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No reverse of the spell is available; the spell cannot be used to produce [[Darkness (spell)|darkness]].
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See also,<br>
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[[Continual Light (spell)]]<br>
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[[Illumination]]
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[[Category: Clerical Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]]

Latest revision as of 04:31, 14 May 2024

Causes the appearance of light, so that the area of effect will become 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.

Light
Range cleric (120 ft.); illusionist (30 ft. per level)
Duration 1 hour per level
Area of Effect 20 ft. radius globe
Casting Time 1 round
Saving Throw none
Level cleric (1st), illusionist (1st), mage (1st)
Light-1st.jpg

The spell is cast upon a specific point or location, from which the light emanates. The light is sufficient to eliminate penalties from bad illumination, is bright enough to read by and can be transported if the specific point can be moved or relocated.

No reverse of the spell is available; the spell cannot be used to produce darkness.


See also,
Continual Light (spell)
Illumination