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Light: Difference between revisions
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(5corp1u7 moved page Light to Light Weapon) Tag: New redirect |
HiddenDragon (talk | contribs) (Added hatnote for weapon property) |
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{{Hatnote|For the weapon property, see [[Light (weapon property)]].}} | |||
{{SpellPage | |||
| name = Light | |||
| image = Light.webp | |||
| level = cantrip | |||
| school = Evocation | |||
| ritual = | |||
| classes = Bard, Cleric, Sorcerer, Wizard | |||
| class learns at level 1 = Bard, Cleric, Sorcerer, Wizard | |||
| class learns at level 3 = Eldritch Knight, Arcane Trickster | |||
| races = | |||
| race learns at level 1 = High Elf, High Half-Elf | |||
| race learns at level 2 = | |||
| granted by feats = Magic Initiate: Bard, Magic Initiate: Cleric, Magic Initiate: Sorcerer, Magic Initiate: Wizard | |||
| granted by items = Guiding Light | |||
| summary = It makes an object shed light in a small area. | |||
| description = Infuse an object with an aura of light. | |||
| warning = {{Prereq|Only affects one target at a time.}} | |||
| cost = action | |||
| attack roll = | |||
| damage = | |||
| damage modifier = | |||
| damage type = | |||
| damage save = | |||
| damage save effect = | |||
| damage per = | |||
| extra damage = | |||
| extra damage modifier = | |||
| extra damage type = | |||
| extra damage save = | |||
| extra damage save effect = | |||
| extra damage per = | |||
| concentration = | |||
| range = melee | |||
| range m = | |||
| range ft = | |||
| aoe = | |||
| aoe m = | |||
| aoe ft = | |||
| condition = Light | |||
| condition duration = Until Long Rest | |||
| area = | |||
| area category = | |||
| area shape = | |||
| area range m = | |||
| area range ft = | |||
| area duration = | |||
| area turn start damage = | |||
| area turn start damage type = | |||
| area turn start damage save = | |||
| area turn start damage save effect = | |||
| area turn end damage = | |||
| area turn end damage type = | |||
| area turn end damage save = | |||
| area turn end damage save effect = | |||
| area condition = | |||
| area condition 2 = | |||
| area condition 3 = | |||
| area condition 4 = | |||
| higher levels = | |||
| notes = * As of Hotfix #25, this spell grants the full Until Long Rest condition duration only when cast on a character. Objects like scenery or gear items lit up while on the ground receive 20 turn condition duration instead. | |||
* When cast on a character, it will apply the effect to their '''active weapon'''. | |||
** Characters whose Armour Set Visibility setting is set to "Camp" will only shed light if they are actively making an attack (as in this mode the active weapon is not visible when stowed). However, the spell is still active and switching the setting back to Default will cause the light to appear again. | |||
* Light has two incantations: '''Fiat Lux''', Latin for "let there be light", and '''Sol Invictus''', Latin for "unconquered sun". | |||
| video = | |||
}} | |||
== External links == | |||
* {{FRWiki|Light|long}} |
Latest revision as of 18:27, 7 November 2024
For the weapon property, see Light (weapon property).
Light is a cantrip (Evocation). It makes an object shed light in a small area.
Description
Infuse an object with an aura of light.
Only affects one target at a time.
Properties
- Cost
- Action
- Details
- Melee: 1.5 m / 5 ft
At higher levels
Casting this spell at a higher level grants no additional benefit.
Condition: Light
Duration: Until Long rest
- This object has an aura of light with a radius of 7.5 m / 25 ft.
How to learn
Classes:
- Class Level 3: Eldritch Knight, and Arcane Trickster
Races:
- Character level 1: High Elf, and High Half-Elf
(Character level is the sum of all class levels for a multi-classed character.)
Feats:Granted by the following items:
Notes
- As of Hotfix #25, this spell grants the full Until Long Rest condition duration only when cast on a character. Objects like scenery or gear items lit up while on the ground receive 20 turn condition duration instead.
- When cast on a character, it will apply the effect to their active weapon.
- Characters whose Armour Set Visibility setting is set to "Camp" will only shed light if they are actively making an attack (as in this mode the active weapon is not visible when stowed). However, the spell is still active and switching the setting back to Default will cause the light to appear again.
- Light has two incantations: Fiat Lux, Latin for "let there be light", and Sol Invictus, Latin for "unconquered sun".
External links[edit | edit source]
- Light on the Forgotten Realms Wiki