Light
A burst of pure radiance suffuses the area, banishing shadows. Creatures that depend on darkness or low-light conditions find themselves exposed and disoriented.
Light conjures brilliant radiance that pierces even dim or gloomy conditions. It can operate in two distinct modes:
Area Illumination (Default)
- You create one or more zones of bright light (up to the number of areas listed under Number of Areas in the table).
- Each zone can be placed anywhere within Medium range (100 ft. + 10 ft./level, or the equivalent your system uses).
- These zones cancel the concealment that darkness grants — anyone hiding in the gloom is laid bare. A creature that depends on darkness or is harmed by bright light (many subterranean races, undead…) is overwhelmed by the glare: while inside the light it is Blinded (see the conditions chapter). The GM may soften this to a mere prescribed-chance penalty for a creature only mildly sensitive to light.
Alternate Usage: Enchanting an Object or Person
- Instead of designating an area within range, you can touch a willing creature or an unattended (or willing) object.
- The target itself emits bright light out to the radius indicated by the spell level (see the Size Categories table).
- This glow moves with the target, effectively acting like a portable source of brilliant illumination.
- If cast on a creature, a Will save can negate the effect if the creature is unwilling.
Fighting in bright light
- A light-sensitive creature caught in Light suffers the Blinded condition (see above): it can neither dodge nor parry what the glare hides from it, and its own attacks are resolved with a prescribed-chance roll.
- A combatant who sees comfortably in the light while its foes are blinded is effectively unseen to them — its blows cannot be dodged or parried and land as automatic critical hits, like an invisible attacker's. Creatures with no light sensitivity simply see well and lose any edge they drew from the dark.
Countering Light
Dispel Magic
- A suitable Abjuration (e.g., Dispel Magic) can extinguish Light on a successful dispel check.
Darkness Spell
- A sufficiently powerful Darkness spell can snuff out Light. If the darkness is targeted on one Lighted area (or directly on an illuminated creature/object), it dispels all connected areas (or the source) of Light as well.
- Where two effects overlap, the Darkness spell may require a caster-level check (with a +10% bonus to Light) to overcome the Light spell.
Daylight Vision / Other Special Vision
- A creature with vision suited to bright light (e.g., “Daylight Vision”) sees normally within Light and is not Blinded by it.
- If a creature’s vision explicitly states that bright light still harms it, it remains affected despite its special sight.
Scaling
The Light spell is available at multiple levels. As you cast it at higher levels, both the area of effect (or emitted radius) and duration increase, mirroring its Darkness counterpart.
| Spell Level | 1 | 3 | 5 | 7 | 9 | 10 |
|---|---|---|---|---|---|---|
| Area Size | Medium | Large | Huge | Gargantuan | Colossal | Colossal+ |
| Number of Areas | 1 | 2 | 4 | 8 | 16 | 32 |
| Duration | minutes/level | hours/level | days/level | weeks/level | Permanent | Permanent (planet-scale) |
Note: At Level 10, Light can permanently illuminate an entire planet or a similarly vast region.
Size Categories
Use the table below to gauge approximate radii (for both the default Area Illumination and the Alternate Usage when cast on an object/creature).
| Size Category | Spell Level | Approx. Radius | Description |
|---|---|---|---|
| Medium | 1 | 20 ft | Brightly illuminates a small room |
| Large | 3 | 40 ft | Floods an area the size of a large chamber with radiance |
| Huge | 5 | 60 ft | Enlightens an area comparable to a small building |
| Gargantuan | 7 | 80 ft | Illuminates an area about the size of a city block |
| Colossal | 9 | 160 ft | Bathes a small town district in brilliant light |
| Colossal+ | 10 | 640 ft | Floods a large portion of a town (or comparable region) in radiant glow |