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Light was a very common spell learned by most spellcasters. Depending on how the caster was trained, light was either a cantrip[5][6] or a basic spell.[10][11][16] In some spellcasting traditions, this spell was reversible[note 2] and called darkness when reversed.[18][19][20]

This is a test given to the children of Halruaa. Light is the first and simplest of magical energies. It moves more swiftly than heat or sound or substance. Read this scroll and imitate the gesture written upon it. Hold your hand so, fingers all together so that the tips touch your thumb, and trace this pattern in the air before you. Begin at the red dot and move toward the blue.
— Kiva, the Inquisitrix of Halruaa[21]

Effects[]

The area illuminated by all versions of this spell was roughly 20[6][10][11][16] to 25 ft[5] (6.1 to 7.6 m) in radius. The range and duration of this spell varied with the spellcasting tradition. For those that learned light as a basic spell, it could be thrown 120 yards (110 m) away and last one hour to many hours.[10][11][16] After the Year of Wild Magic, 1372 DR, the cantrip version required the caster to touch an object to make it glow like a torch, and the spell lasted for ten minutes to a few hours depending on the caster's prowess.[6] Post-Spellplague of 1385 DR, it could be cast at-will, creating a bright light on a nearby object or in a nearby unoccupied space, and lasted until dispelled or a new light was cast elsewhere.[5]

The ranged version of this spell that could target an object allowed the caster a chance to blind a creature by successfully casting the spell centered on its visual organs.[10][11][16]

The reverse of this spell, darkness, caused total and impenetrable darkness in the area of effect, but the duration was only half that of light.[18][19][20]

Light spells could be used to counter or dispel darkness of equal or lesser power, and vice versa.[6][10][11][16]

Sinhala stones were also known to prevent magical darkness.[22] Hambergyle gems could be used to turn a light spell into continual light.[23]

Components[]

The pre-Spellplague cantrip required a spoken command and a material component. For divine spell casters, their holy symbol or divine focus was sufficient. For everybody else, light required either a firefly or a bit of phosphorescent moss.[6] The basic spell required only verbal and somatic components.[10][11][16] The at-will version could be cast with a wave of the hand.[5]

History[]

The spell was attributed to Netherese arcanist Brightfinger in −1652 DR and was originally called Brightfinger's light.[2]

Notable Uses[]

Selune v Shar DC Comics

Selûne lights up the Rod of Oblivion held by Shar.

During the Time of Troubles of the Year of Shadows, 1358 DR, Khelben Arunsun cast light to dispel the darkness produced by the Dark Army of the Night when they invaded Castle Waterdeep. However, the spell went awry, becoming so bright it blinded all in the hall and let the Dark Army escape.[24] Later, the restored avatar of Selûne used a simple light spell to cancel the dark power of Shar's Rod of Oblivion and finally banish the goddess herself.[25]

Users[]

Appendix[]

See Also[]

Gallery[]

Notes[]

  1. The Player's Handbook 4th edition calls this class feature a cantrip, but wizards gain it at first level.
  2. Only the divine version of this spell was reversible. Wizards and Illusionists had a slightly different spell called Darkness, 15' radius.

Appearances[]

Novels
Finder's BaneTymora's LuckThe Sapphire CrescentThe Magehound
Comic Books
The Forbidden Sands of Anauroch (#2)
Video Games
Neverwinter Nights seriesBaldur's Gate III

External links[]

Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.

References[]

  1. 1.0 1.1 1.2 Douglas Niles (August 1991). “A Journey to the True World”. Maztica Campaign Set (TSR, Inc.), p. 78. ISBN 1-5607-6084-2.
  2. 2.0 2.1 2.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 23, 27. ISBN 0-7869-0437-2.
  3. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 61, 207–210, 255. ISBN 978-0-7869-6560-1.
  4. Jeremy Crawford, James Wyatt, Keith Baker (November 2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 56. ISBN 978-0-7869-6692-9.
  5. 5.0 5.1 5.2 5.3 5.4 Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 158. ISBN 0-7869-4867-1.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 248. ISBN 0-7869-2886-7.
  7. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 108. ISBN 0-7869-2889-1.
  8. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 93. ISBN 0-7869-2015-7.
  9. Richard Baker (November 2004). Complete Arcane. (Wizards of the Coast), p. 91. ISBN 0-7869-3435-2.
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 136, 201. ISBN 0-88038-716-5.
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 176, 255. ISBN 0-7869-0329-5.
  12. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 154. ISBN 1-56076-107-5.
  13. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 186, 187, 188. ISBN 0-7869-0394-5.
  14. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  15. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 122. ISBN 0-7869-0437-2.
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 44, 67, 95. ISBN 0-9356-9601-6.
  17. Roger E. Moore ed. (January 1989). “Orcs Throw Spells, Too!”. Dragon #141 (TSR, Inc.), p. 26.
  18. 18.0 18.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 201. ISBN 0-88038-716-5.
  19. 19.0 19.1 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 255. ISBN 0-7869-0329-5.
  20. 20.0 20.1 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 44. ISBN 0-9356-9601-6.
  21. Elaine Cunningham (April 2000). The Magehound. (Wizards of the Coast), chap. 10, p. 138. ISBN 978-0-7869-1561-3.
  22. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 50. ISBN 0-7869-0446-1.
  23. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 41. ISBN 0-7869-0446-1.
  24. Dan Mishkin (July 1990). “Dark of the Moon”. In Elliot S. Maggin ed. Advanced Dungeons & Dragons #20 (DC Comics) (20)., pp. 12–13.
  25. Dan Mishkin (September 1990). “Total Eclipse”. In Elliot S. Maggin ed. Advanced Dungeons & Dragons #22 (DC Comics) (22)., pp. 22–23.
  26. Douglas Niles (August 1991). “A Journey to the True World”. Maztica Campaign Set (TSR, Inc.), pp. 59, 63. ISBN 1-5607-6084-2.
  27. Logan Bonner, Eytan Bernstein, & Chris Sims (September 2008). Adventurer's Vault: Arms and Equipment for All Character Classes. (Wizards of the Coast), p. 105. ISBN 978-07869-4978-6.
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