Light {Wizard}
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.
The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself.
Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual).
Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word.
Unlike the 1st-level priest spell of the same name, the wizard's version of the spell is not reversible.
[Player's Handbook]
School: Alteration
Level: 1
Rarity: Common
Level: 1
Rarity: Common
Range: 60 yards
Components: V, M
Duration: 1 turn/ level
Casting Time: 1
Area of Effect: 20-foot-radius globe
Saving Throw: Special
Components: V, M
Duration: 1 turn/ level
Casting Time: 1
Area of Effect: 20-foot-radius globe
Saving Throw: Special
a firefly or a piece of phosphorescent moss.
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