Name | ||
---|---|---|
School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Anger of the Noonday Sun | ||
SPC | ||
Arc 6, Drd 6, Shu 6 | ||
General | ||
Blinds creatures within 20 ft. |
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Aura of the Sun | ||
LostEmpiresOfFaerun | ||
Arc 4, Clr 4, Pal 4 | ||
General | ||
Fills an area with light that damages undead and hampers magical darkness. |
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Battlefield Illumination | ||
HoB | ||
Arc 4, Clr 4, Drd 4, Pal 4 | ||
General | ||
Improve light in 80-ft.-radius cylinder |
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Blaze of Light | ||
HoB | ||
Arc 1, Drd 2, Pal 1 | ||
General | ||
60ft. cone of light dazzles creatures. |
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Blinding Breath | ||
SPC | ||
Wiz 4 | ||
General | ||
Your breath weapon blinds targets. |
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Blistering Radiance | ||
SPC | ||
Arc 5, Clr 5, Sor/Wiz 4 | ||
General | ||
Dazzles sighted creatures and causes 2d6 fire damage/round. |
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Breath Flare | ||
SPC | ||
Sor/Wiz 1 | ||
General | ||
Your breath weapon dazzles targets. |
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Candlelight | ||
Ghostwalk Web | ||
Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | ||
6 hours | ||
Cast a 5-foot radius light from the point touched. |
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City Lights | ||
RoD | ||
City 2, Sor/Wiz 2 | ||
General | ||
Absorb nearby light to release as blinding flare. |
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Continual Flame (M) | ||
Evocation [Light] | 1 standard action | SRD |
None - No | Adp 3, Arc 3, Clr 3, HotD 2, Sor/Wiz 2, Wmg 2 | V, S, M |
Permanent | Touch | General |
Effect: Magical, heatless flame | ||
Materials: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame. | ||
Makes a permanent, heatless torch. |
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A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level. |
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Crown of Brilliance (M) | ||
Book of Exalted Deeds | ||
Arc 6, Clr 6 | ||
General | ||
Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead. |
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Curtain of Light | ||
Book of Exalted Deeds | ||
Sanctified 5 | ||
General | ||
Shapable curtain of light does 2d4 damage/round to evil creatures and 2d6 damage +1/level (max +20) to evil creatures passing through (double for undead). |
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Dancing Lights | ||
Evocation [Light] | 1 standard action | SRD |
None - No | Arc 0, Beguiler 0, Brd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 | V, S |
1 min. (D) | Medium | General |
Effect: Up to four lights, all within a 10-ft.-radius area | ||
Creates torches or other lights. |
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Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. Dancing lights can be made permanent with a permanency spell. |
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Dawn Shroud | ||
CV | ||
Arc 5, Clr 5, Drd 5 | ||
General | ||
In addition to acting as a daylight* spell, the light is harmful to oozes and undead. |
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Daylight | ||
Evocation [Light] | 1 standard action | SRD |
None - No | Adp 3, Arc 3, Brd 3, ChamGwyn 3, Clr 3, Drd 3, EmBarachiel 3, HotD 3, Pal 3, Shu 3, Sor/Wiz 3 | V, S |
10 min./level (D) | Touch | 4 hours |
Target: Object touched | ||
60-ft. radius of bright light. |
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The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spells effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness. |
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Faerie Fire | ||
Evocation [Light] | 1 standard action | SRD |
None - Yes | Arc 1, Drd 1, Fey 1, Moon 1, Shu 1 | V, S, DF |
1 min./level (D) | Long | General |
Area: Creatures and objects within a 5-ft.-radius burst | ||
Outlines subjects with light, canceling blur, concealment, and the like. |
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A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined. |
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Flare | ||
Evocation [Light] | 1 standard action | SRD |
Fortitude negates - Yes | Arc 0, Blg 0, Brd 0, Drd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 | V |
Instant | Close | General |
Effect: Burst of light | ||
This cantrip creates a burst of light*. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. |
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Glowing Orb (F) | ||
PGtF | ||
Arc 4, Clr 4, Sor/Wiz 3 | ||
6 hours | ||
Creates permanent magical light; you control brightness. |
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Guiding Light | ||
SPC | ||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||
5 minutes | ||
+2 on ranged attacks against creatures in illuminated area. |
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Handfire | ||
Magic of Faerun | ||
Arc 1, Clr 1, Drd 1, Hrp 1, Hth 1, Rgr 1 | ||
General | ||
Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead. |
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Heartfire | ||
SPC | ||
Arc 2, Brd 2, Drd 2 | ||
General | ||
Passions of targets ignite as real fire upon the target. |
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Lantern Light | ||
Book of Exalted Deeds | ||
Arc 1, Clr 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1 | ||
General | ||
Ranged touch attack deals 1d6 points of damage. |
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Light | ||
Evocation [Light] | 1 standard action | SRD |
None - No | Adp 0, APeace 0, Arc 0, Artificer 1, Brd 0, Clr 0, Drd 0, HB 1, Hlr 0, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 | V, M/DF |
10 min./level (D) | Touch | 1 hour |
Target: Object touched | ||
Object shines like a torch. |
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This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. 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. |
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Light of Lunia | ||
SPC | ||
Arc 1, Clr 1, Sor/Wiz 1 | ||
1 hour | ||
You radiate silvery light, which you can expend as 2 bolts that deal 1d8 damage. |
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Light of Mercuria | ||
SPC | ||
Arc 2, Clr 2, Sor/Wiz 2 | ||
1 hour | ||
You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders. |
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Light of Venya | ||
SPC | ||
Arc 3, Clr 3 | ||
1 hour | ||
You radiate silvery light, which you can expend as 2 bolts that either deal 6d6 against evil outsiders and undead or heal 1d6 points of damage. |
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Lightwall | ||
Dragon 322 | ||
Arc 4, Clr 4, Sor/Wiz 4 | ||
5 minutes | ||
Creates a wall of light that dazzles creatures passing through it. |
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Lucent Lance | ||
SPC | ||
Arc 6, Clr 6, Sor/Wiz 5 | ||
General | ||
Ray uses ambient light to deal varied amounts of damage and dazzle target. |
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Luminous Gaze | ||
SPC | ||
Sor/Wiz 1 | ||
General | ||
You cast a dazzling light. |
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Moonbeam | ||
SPC | ||
Arc 2, Hth 2, Moon 2 | ||
30 minutes | ||
Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level. |
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Moonfire | ||
SPC | ||
Arc 9, Moon 9 | ||
General | ||
Cone of moonlight deals 1d8 damage/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full mune, negates electricity for 1 round/level. |
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Nimbus of Light | ||
Complete Divine | ||
Arc 1, Clr 1, Purification 1 | ||
General | ||
Sunlight illuminates you until released as an attack for 1d8+1/level damage. |
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Radiant Assault (F) | ||
Dragon 322 | ||
Arc 7, Clr 7, Sor/Wiz 7 | ||
General | ||
Light burst deals nonlethal damage and dazes creatures. |
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Rainbow Beam (M) | ||
Dragon 322 | ||
Sor/Wiz 2 | ||
General | ||
Ray does a random type of damage. |
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Rainbow Blast (M) | ||
Dragon 322 | ||
Sor/Wiz 3 | ||
General | ||
Line deals damage from each type of energy. |
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Ray of Light | ||
DA5 | ||
Brd 1, Sor/Wiz 1 | ||
General | ||
Creates a narrow cone of light. |
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Righteous Aura | ||
Miniatures | ||
Arc 4, Pal 4 | ||
6 hours | ||
You detonate on death, healing good creatures and damaging others (2d6/level damage). |
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Rosemantle | ||
Magic of Faerun | ||
Arc 1, Clr 1 | ||
General | ||
Adds +1/level (max +10) sacred bonus against pain, nausea, and fear affects. Also delays poison. |
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Searing Exposure | ||
Sandstorm | ||
Arc 4, Drd 4, Sor/Wiz 4 | ||
General | ||
Target suffers hours of wasteland exposure in a moment. |
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Sun Bolt | ||
ShS | ||
Arc 2, Clr 2, Sor/Wiz 2 | ||
Prohibited | ||
Ray deals 2d6 damage, more against undead, and might blind target. |
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Sun Scepter | ||
LostEmpiresOfFaerun | ||
Arc 6, Clr 6 | ||
General | ||
Scepter of light functions as a melee weapon with the axiomatic, disruption, and flaming burst special abilities. |
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Sunbeam | ||
Evocation [Light] | 1 standard action | SRD |
Reflex negates and Reflex half; see text - Yes | Arc 7, Drd 7, Glory 7, Shu 7, Summer 6, Sun 7, Wmg 7 | V, S, DF |
1 round/level or until all beams are exhausted | 60 ft. | General |
Area: Line from your hand | ||
Beam blinds and deals 4d6 damage. |
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For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. |
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Sunburst | ||
Evocation [Light] | 1 standard action | SRD |
Reflex partial; see text - Yes | Arc 8, Drd 8, Elf 8, Purification 8, Shu 8, Sor/Wiz 8, Summer 8, Sun 8, Wmg 8 | V, S, M/DF |
Instant | Long | General |
Area: 80-ft.-radius burst | ||
Blinds all within 10 ft., deals 6d6 damage. |
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Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Sunburst dispels any darkness spells of lower than 9th level within its area. |
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Wall Of Light | ||
SPC | ||
Arc 3, Clr 3, Sor/Wiz 3 | ||
General | ||
Creates wall of light, can dazzle creatures. |