AD&D Players Handbook/Database/Spells/Cleric/light: Difference between revisions
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Latest revision as of 16:22, 27 August 2026
- light
| Class | Cleric |
|---|---|
| Spell level | 1 |
| School | Alteration |
| Reversible | Yes |
| Range | Touch |
| Duration | J turn/level |
| Area of Effect | 2” radius globe |
| Components | V, S Range>: 12” Duration 6 turns + J turn/level |
| Casting Time | 4 segments |
| Saving Throw | None Level: 1 |
- Description
This spell causes excitation of molecules so as to make them brightly luminous. The light thus caused i s equal to torch light in brightness, but its sphere is limited to 4” in diameter. It lasts for the duration indicated (7 turns at 1st experience level, 8 at 2nd, 9 at 3rd. etc.) or until the caster utters a word to extinguish the light. The light spell is reversible, causing darkness in the same area and under the same conditions, except the blackness persists for only one-half the duration that light would last. If this spell is cast upon a creature, the applicable magic resistance and saving throw dice rolls must be made. Success indicates that the spell affects the area immediately behind the creature, rather than the creature itself. In all other cases, the spell takes effect where the caster directs as long as he or she has a line of sight or unobstructed path for the spell; light can spring from air, rock, metal, wood, or almost any similar substance. Explanation/Description: When this spell is placed on a creature by a cleric, the creature’s body is inured to cold. The recipient can stand zero degrees Fahrenheit without discomfort, even totally nude. Greater cold, such as that produced by a sword of cold, ice storm, cold wand, or white dragon’s breath, must be saved against. All saving throws against cold are made with a bonus of +3, and damage sustained is one-half (if the saving throw is not made) or one-quarter (if the saving throw is made) of damage normal from that attack form. The resistance lasts for 1 turn per level of experience of the caster. A pinch of sulphur is necessary to complete this spell.
- Source
Supplied Players Handbook PDF, PDF page 45. Original printed page is approximately 43 for this portion of the scan. Source column: L.
OCR source record
[edit]Level: I Components: V, S Range>: 12” Duration 6 turns + J turn/level Area of Effect: 2” radius globe Casting Time: 4 segments Saving Throw: None Level: 1 Range: Touch Duration: J turn/level Area of Effect: Creature touched Explanation/Description: This spell causes excitation of molecules so as to make them brightly luminous. The light thus caused i s equal to torch light in brightness, but its sphere is limited to 4” in diameter. It lasts for the duration indicated (7 turns at 1st experience level, 8 at 2nd, 9 at 3rd. etc.) or until the caster utters a word to extinguish the light. The light spell is reversible, causing darkness in the same area and under the same conditions, except the blackness persists for only one-half the duration that light would last. If this spell is cast upon a creature, the applicable magic resistance and saving throw dice rolls must be made. Success indicates that the spell affects the area immediately behind the creature, rather than the creature itself. In all other cases, the spell takes effect where the caster directs as long as he or she has a line of sight or unobstructed path for the spell; light can spring from air, rock, metal, wood, or almost any similar substance. Explanation/Description: When this spell is placed on a creature by a cleric, the creature’s body is inured to cold. The recipient can stand zero degrees Fahrenheit without discomfort, even totally nude. Greater cold, such as that produced by a sword of cold, ice storm, cold wand, or white dragon’s breath, must be saved against. All saving throws against cold are made with a bonus of +3, and damage sustained is one-half (if the saving throw is not made) or one-quarter (if the saving throw is made) of damage normal from that attack form. The resistance lasts for 1 turn per level of experience of the caster. A pinch of sulphur is necessary to complete this spell.