Evocation [Light]
Level: Varies, see table
Components: V, M/DF
Casting time: 1 standard action
Range: Touch
Target: Object touched
Duration: Varies, see table
Saving Throw: None
Spell Resistance: No

Spell Level Area affected Duration Notes
Light 0 Brd 0, Cle 0, Dru 0, Sor 0, Wiz 0 1 minute/level (D)
Light I Brd 1, Cle 1, Dru 1, Pal 1, Sor 1, Wiz 1 20-foot radius 5 minutes/level (D)
Light II Brd 2, Cle 2, Dru 2, Pal 2, Sor 2, Wiz 2 40-foot radius 10 minutes/level (D)
Light III Brd 3, Cle 3, Dru 3, Pal 3, Sor 3, Wiz 3 60-foot radius 20 minutes/level (D) 1
Light IV Brd 4, Cle 4, Dru 4, Pal 4, Sor 4, Wiz 4 80-foot radius 30 minutes/level (D) 1
Light V Brd 5, Cle 5, Dru 5, Sor 5, Wiz 5 100-foot radius 1 hour/level (D) 1, 2
Light VI Brd 6, Cle 6, Dru 6, Sor 6, Wiz 6 150-foot radius 2 hours/level (D) 1, 2, 3 (1/round)
Light VII Cle 7, Dru 7, Sor 7, Wiz 7 200-foot radius 5 hours/level (D) 1, 2, 3 (1d3/round)
Light VIII Cle 8, Dru 8, Sor 8, Wiz 8 300-foot radius 1 day/level (D) 1, 2, 3 (1d6/round)
Light IX Cle 9, Dru 9, Sor 9, Wiz 9 400-foot radius 1 week/level (D) 1, 2, 3 (1d10/round)

This spell causes an object to glow like a torch, shedding bright light in a radial spread (and dim light beyond for an equal distance) from the point you touch. The effect is immobile, but it can be cast on a moveable object.

Light cannot penetrate solid objects such as walls, thus a Light spell cast on an object in one room will not extend into another room unless a specific means of entry (doorway or window) exists. Similarly, if Light is cast on a small object that is then placed inside or under a lightproof covering, the spell's effects are blocked until the covering is removed. If the containing object was, for example, a shuttered lantern, a cone of light could be allowed to escape.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

If a light spell and darkness spell overlap (but not to the extent where one or both may be dispelled), the effect of the higher-level spell takes precedence in the area of overlap. If both spells are of equal level, the effects of neither spell are observed, and ambient light conditions operate in the area of overlap.

1: Creatures that take penalties in bright light also take them while within the main radius of this magical light.
2: Creatures that are damaged or destroyed by bright light also do so within the main radius of this magical light.
3: Fungi, molds, oozes, slimes, and all undead suffer the indicated damage while they remain within the main radius of the magical light.

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