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{{ | {{Hatnote|For the weapon property, see [[Light (weapon property)]].}} | ||
{{Feature page | |||
{{ | | type = spell | ||
| | | uid = Target_Light | ||
| | |||
| level = cantrip | | level = cantrip | ||
| school = Evocation | | school = Evocation | ||
| | | summary = It makes an object shed light in a small area. | ||
| classes = Bard, Cleric, Sorcerer, Wizard | | description = Infuse an object with an aura of light. | ||
| warning = {{Prereq|Only affects one target at a time.}} | |||
| cost = action | |||
| range = melee | |||
| condition = Light | |||
| condition duration = Until Long Rest | |||
| classes = Bard, Cleric, Sorcerer, Wizard | |||
| class learns at level 1 = Bard, Cleric, Sorcerer, Wizard | | class learns at level 1 = Bard, Cleric, Sorcerer, Wizard | ||
| class learns at level 3 = Eldritch Knight, Arcane Trickster | | class learns at level 3 = Eldritch Knight, Arcane Trickster | ||
| race learns at level 1 = High Elf, High Half-Elf | | race learns at level 1 = High Elf, High Half-Elf | ||
| granted by feats = Magic Initiate: Bard, Magic Initiate: Cleric, Magic Initiate: Sorcerer, Magic Initiate: Wizard | |||
| granted by feats = Magic Initiate: | |||
| granted by items = Guiding Light | | granted by items = Guiding Light | ||
| | | 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'''. | * 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 | == External links == | ||
* {{FRWiki|Light|long}} | * {{FRWiki|Light|long}} | ||
[[Category:Light Emitting]] |
Latest revision as of 04:24, 5 February 2025
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
UID
Target_Light
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 1: Bard, Cleric, Sorcerer, and Wizard
- Class level 3: Eldritch Knight, and Arcane Trickster
- Character level 1: High Elf, and High Half-Elf
(Character level is the sum of all class levels for a multi-classed character.)
Granted by features:Granted by 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