Light

Mana per Level: Varies

Casting Time: 1 Standard Action

Range: 60’

Target: Creatures or objects

Duration: Varies

Avoidance: Varies

Special: None, Critical: Max Damage

Type: Utility

Mana 1: Light will cause a single object to glow like a torch, lighting up an area of 30’. Light taken into an area of magical darkness does not function. It lasts 1 hour.

Mana 2: You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely creature-like shape. They must stay within 10 ft. of each other. The lights move at 100 ft. per round. You can use these lights to blind or distract a foe giving them a -5% to all skills until the light spell is canceled or the caster stops concentrating. These lights can also be used to outline hidden foes. Outlined creatures do not benefit from the concealment normally provided by darkness-based effects, Blur, Displacement, Invisibility, or similar effects.

Mana 3: You may enchant an item that sheds light as bright as full daylight in a 60 ft. radius, and dim light for an additional 60 ft. beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. This is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. A mana 3 (or above) Light spell counters and dispels a Darkness spell (one with the darkness descriptor) by a Heroic action vs the opposing mage using the Spellcraft Skill.

If cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

Mana 5: Focusing light like a ray of the sun, you project a blast of light from your open palm. A creature struck takes 2d8 points of damage. An undead creature takes an additional 2d8 damage.

Mana 7: A 10 ft. glowing ball of light energy comes into existence casting light as bright as the sun. You may summon this within the 100 ft. range of the spell, and the light fills a 300 ft. radius. Any within 40 ft. of the sphere take 3d8 damage. Undead take 6d8 damage. This is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

Spellcraft failure: The spell fizzles, and mana is lost.