A burst of pure radiance suffuses the area, banishing shadows.
Creatures that depend on darkness or low-light conditions find
themselves exposed and disoriented.
Evocation Action: Standard Components: V,S,M Duration: See text Spell Lists: Alchemy,Arcane,Divine,Nature,Psychic Levels: 1,3,5,7,9,10 Cast range: medium
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 overlap normal or dim light, canceling out typical
darkness-based advantages. Creatures reliant on darkness or sensitive to
bright light may suffer penalties (e.g., dazzled, miss chances, attack
roll penalties) at the GM’s discretion.
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
Creatures accustomed to darkness or with light sensitivity (e.g.,
certain subterranean races, undead, etc.) may be dazzled, disoriented,
or otherwise penalized by Light.
The exact penalties (to attack rolls, damage rolls, saving throws,
etc.) are determined by the GM based on the nature of the creature and
the situation.
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
Creatures with specialized vision (e.g., “Daylight Vision”) see
normally within Light, negating the typical dazzled
effect.
However, if a creature’s vision explicitly states it is harmed by
bright light, it may still suffer penalties even if it has a special
mode of 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