Difference between revisions of "Light (spell)"

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[[File:Light-1st.jpg|thumb|520px|]]
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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.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Light
 
| name = Light
 
| range = cleric (120 ft.); illusionist (30 ft. per level)
 
| range = cleric (120 ft.); illusionist (30 ft. per level)
| duration = 1 hour per level
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| duration = 1 hour per [[Experience (X.P.)|level]]
 
| area of effect = 20 ft. radius globe
 
| area of effect = 20 ft. radius globe
| casting time = 1 round
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| casting time = 1 [[Combat Round|round]]
 
| save = none
 
| save = none
| level = [[Cleric 1st Level Spells|cleric (1st)]]
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| level = [[Cleric 1st Level Spells|cleric (1st)]], [[Illusionist 1st Level Spells|illusionist (1st)]], [[Mage 1st Level Spells|mage (1st)]]
 
}}
 
}}
  
Causes the appearance of light, so that the area of effect will become as bright as day. The effect of this light is similar to a torch, so that past the area of effect it will soften to a distance of about 60 feet; things outside the area of effect, however, will be somewhat indistinctTargeting objects inside the area of effect will carry normal combat adjustments, but against those outside the effect will carry a penalty of -4 to hit.  Light created by the spell will not reflect in a mirror outside the spell effect.
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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 emanatesThe 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.
  
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.
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No reverse of the spell is available; the spell cannot be used to produce [[Darkness (spell)|darkness]].
  
[[Infravision]] for those outside the area of effect will be unaffected; those inside the light will not be able to see with infravision.
 
  
The spell cannot be reversed to create [[Darkness (spell)|darkness]].
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See also,<br>
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[[Continual Light (spell)]]<br>
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[[Illumination]]
  
See [[Illumination]]
 
  
[[Category:Clerical Spells]]
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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