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Daylight: Enchant Item

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Daylight: Enchant Item is a level 3 evocation spell. This spell is a variant of the spell Daylight. This variant of the spell allows spellcasters to enchant an item to shine like the sun.

Description

Enchant an item or weapon to shine with the light of the sun and dispel all darkness around it. Target must have a weapon in its main hand.

Properties

Cost
Action + Level 3 Spell Slot
Details
Range: 18 m / 60 ft Range: 18 m / 60 ft
AoE: 15 m / 50 ft (Radius) AoE: 15 m / 50 ft (Radius)

At higher levels

Casting this spell at a higher level grants no additional benefit.

Technical details

UID
Target_Daylight_Enchantment

Condition: Daylight

DaylightDaylight

Duration: 20 turns

Spell save DC Dexterity saving throwDexterity saving throw

  • Shining with the light of the sun. Dispels DarknessDarkness within a radius of 15 m / 50 ft.
  • The Enchant Item version of this spell requires the target creature have a Weapon in their main hand.

How to learn

This spell is a variation of:
DaylightDaylight

Notes

  • Darkness clouds within range are only dispelled when this spell is initially cast on a target.
  • Exposing Sussur Blooms to light from this spell will not cause them to wither while in the Underdark.
  • This spell can be used as an alternative to a Moonlantern, making it very useful when traversing the Shadow-Cursed Lands.

Bugs

  • Although the in-game descriptions of both this spell and the spell container list a 20-turn limit for this variant, if applied to a character, the effect will be applied to their held main-hand weapon until long rest and will persist even if the caster is no longer in the active party.
  • Although exposing Duergar, Drow and other NPCs to light within range from this spell does trigger Sunlight SensitivitySunlight Sensitivity, it will not show any status effect for the player to see (e.g., as a passive or condition on their character sheets, if examined), yet one can check the combat logs to see the effects of DisadvantageDisadvantage being applied.
  • This spell cannot be cast on a non-allied creature due to a coding mistake, which would otherwise have required them to make a Dexterity saving throwDexterity saving throw with DC equal to the caster's spell save DC to avoid the effect.

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