Light
[Time:: Action] [Target:: empty space in Shooting Distance]
[Requirements:: #Chants, #Motions] [Components:: Health and Vitality]
[Test:: Mage Stat Concentrating]
Regardless of your Mage Stat Score, this Ability takes effect.
You create a tiny floating light within range that sheds bright light up to 2u and dim light another 2u. The light can be any color or shape that you choose.
Once a light is created, you gain the following actions:
[Time:: Action] [Target:: A light created by your Light Spell in Sniping Distance]
Animate your light, changing its shape color, brightness, and location. The brightness of the light cannot exceed the limits of the Light Spell and the location of the light must be within Sniping Distance of you and cannot pass through solid surfaces.
[Time:: Action] [Target:: A light created by your Light Spell and a target location within Sniping Distance]
Move the targeted light in a straight line to the targeted location. If the light was attached to anything, the light becomes detached from that thing upon starting its movement.
If the targeted light hits a surface as it moves, it becomes attached to that surface. If the surface hit is on an unwilling creature (or an object held by an unwilling creature), the creature must Pass an Edge Save Test in order to choose whether the light misses them, attaches to an object they are carrying of their choice, or misses them and continues its movement. On a Fail, you can choose the location at which the light became attached to the creature or an object it is holding.
Once the targeted light is attached to a surface, all contiguous portions of that surface within Swinging Distance of the attachment point begin to glow with the same light, shedding bright light up to 2u and dim light another 2u.
Completely covering the light and any lit up surfaces it is attached to with an opaque object, such as a cloak or a bucket, blocks the light.
- Blinding. Requires Level 5.
- The lights created by this Ability become stronger in the following ways:
- All light ranges for this Ability are doubled.
- When a light attaches directly to a creature (not something it is holding) that creature gains a stack of Blinded.
- Any bright light exuded by this Ability counts as a Daylight Zone:
- The lights created by this Ability become stronger in the following ways:
- Burning.
- When a light becomes attached to a creature, you can choose to have it deal 2 Ethereal/Fire Damage to the creature.
- Burning(2). Requires Level 5.
- The "Burning" Upgrade now deals 3 Ethereal/Fire Damage.
- Burning(3). Requires Level 10.
- The "Burning" Upgrade now deals 4 Ethereal/Fire Damage.
- Guiding.
- If a light is attached to a creature (not an object held by the creature.) all Abilities that deal Solid Damage gain an Advantage against the creature.
- Spraying.
- When using this Ability, you can create 2 lights instead of 1.
- When creating lights, you can immediately use the "Sling Light" Ability as a Free Action.
- Spraying(2). Requires Level 5.
- When using this Ability, you can create 4 lights instead of 1.
Moonbeam 2 | 1 Minute | 120 ft Cylinder 5ft Con Save |
CVS | A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. |
Daylight 3 | 1 Hour | 60 ft Sphere 60ft |
-VS | A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. |
Sunbeam 6 | 1 Minute | Self (60 ft ) line 60ft Con save |
CVS | A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. |