LIGHT
(Spell)

<2>

Infravision, the ability to see radiation in the infra-red spectrum, <1>
is an ability possessed by most of the creatures dwelling below ground && nocturnal  animals.

Some characters have this ability due to race || by magickal means.

However,
as many characters can only see in light which is normal to the human visual spectrum,
and mapping requires light also,
some form of light generating device is necessary for activities in dungeons or @ night.


 

The table below gives the properties of the usual light sources:

Light Source Radius of Illumination Burning Time
Torch <***>  40' 6 turns (1 hour)
Lantern 30' 24 turns*
Bullseye Lanthorn 80'** 24 turns*
Magic Dagger 10' infinite
Magic Short Sword 15' infinite
Magic Long Sword 20' infinite

* illumination is from burning 1 pot (pint) of fine oil <define "pint" in terms of AD&D encumbrance: 1 pint = 1#?>
** illumination is 1" wide only and can be masked by shutter.
<*** note: in D&D Basic, a torch does 1-4 points of damage when used as a melee weapon>

Q: Do normal weapons glow?
Do magical swords glow all the time?
Does a sword +2 shed more light than a sword +1?

A: Only magickal swords glow, but a sword
could be enchanted to glow even if it had
no magical bonuses. (A light or continual
light spell could be cast on a normal weapon,
of course.) The DM decides when a
magical sword glows. Many DMs rule that
a sword will glow only when it is in the
hands of its wielder; otherwise, characters
could spot magical swords by their light.
The glow is not under the wielder?s control,
however, unless the weapon?s description
says it is. The size of the sword, not
the swords combat bonuses, determines
how much light it sheds (see the PH, page 102).
(146.12)

Vision && Visibility (WSG) +


 
 

Seker (god of light)
Vishnu (god of light)
Pholtus (god of light)
Pelor (god of light)



^
Light
(Alteration)
Reversible (c1, mu1 only): Darkness


Level: c1, mu1, i1
-
Range: 12" (mu, i: 6")
-
Duration: 6 turns + 1 turn/level
(mu, i: 1t*)
Components: V, S
-
CT: 4 (mu, i: 1)
-
Save: None
Area: 2" radius globe
-
-
-
-

Effect: This spell causes excitation of molecules so as to make them brightly luminous.

The light thus caused is equal to torch light in brightness, but its sphere is limited to 4” in diameter.
It lasts for the duration indicated
(7 turns @ 1st xperience level, 8 @ 2nd, 9 @ 3rd. etc.)
or until the caster utters a word to xtinguish the light.
<much of the above text seems redundant>
<can all spells be cancelled by their caster? is that an action?>

If this spell is CAST upon a creature, the applicable MR && 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 || she has a line of sight || unobstructed path for the spell;
light can spring from

  • air,
  • rock,
  • metal,
  • wood,
  • or almost any similar substance.

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    DMG: It should be noted that if this spell is CAST upon the visage or before the visual organs of a creature,
        it will tend to blind it (rather as if a strong light were placed before its eyes), <l: blindness>
        and its attacks && defenses will be a -4 on "to hit", saves, and even AC.
    Note also that the spell is not mobile,
        although it can be CAST upon a movable || mobile object || creature.

    <1: spell research note: see spectra> <chk>
    <2: ^colour(theme)^>

    Q: Can a light or continual light spell
    be used to negate the darkness ability
    of a demon || devil?

    A: Yes, on all counts. Each of these spells
    can negate darkness of any sort, though a
    light spell will "go out" immediately after
    negating such darkness, while the continual
    light spell will last. Light or continual
    light spell will negate only one darkness
    effect at a time; thus, if there are two
    darkness effects in the same area, the area
    remains dark until two light effects are
    used.
    (153.7)



     

    Dark:
    The light spell is reversible,
    causing darkness in the same AREA and under the same conditions,
    except the blackness persists for only one-half <(1/2)> the duration that light would last.

    <effects of darkness>
    <the above should actually b moved to a separate page>
     
     



    "XAQUIN!" (DLC1.GN.46)