Alteration [light]
Magic-user Version
Level Magic-user 1
Components V, S, M
Casting Time 1 segment
Range 40-ft. plus 10-ft. per caster level
Area of Effect See description
Duration 5 rounds per caster level
Save nil
Illusionist Version
Level Illusionist 1
Components V, S, M
Casting Time 1 segment
Range 40-ft. plus 10-ft. per caster level
Area of Effect See description
Duration 5 rounds per caster level
Save nil
The caster creates a number of light effects that respond to their mental commands.
Range. The range of the spell indicates the maximum distance from the caster where the light effects initially appear. After this, the spell can move beyond that range as determined by the spell caster. However, the spell caster must be within this range to give new commands to the light effects.
Control. After the round the spell is cast (the casting time included the initial commands), the caster can command the light effects using an innate ability (as per magical control). Control does not require concentration. The light effects must be within the range of the spell to issue commands. All control is mental only.
The spell will create the following light effects. Once chosen the effect cannot be changed.
Floating Fire-based Light Sources. Up to 4 floating light sources can be created. These will emulate torches (shedding a 40-ft. light radius) or lanterns (shedding a 30-ft. light radius). Torches respond to environmental effects (wind direction, etc.). Lanterns appear to have the standard enclosures, and can be altered to provide directional light.
Floating Colored-light Spheres. Up to 4 floating glowing spheres can be created. Each sphere can shed white light or colored light. The caster can choose from blue, violet, or pale green (each can be a different color if desired). The lights can shed illumination that varies between "off" (effectively invisible) to a 40-ft. radius or anything in between. For those familiar with them, this effect duplicates the appearance of a will-o-wisp creature (or group of them).
Glowing Creature. The caster can select the form of one creature in range and create a glowing duplicate—as if the creature were affected by a targeted light spell. The illumination is as per the spell, a non-flickering warm white light out to a 20-ft. radius around the glowing "creature". The creature can be directed to ambulate as the original, including flying, swimming, or climbing (but not burrowing). The "creature" can be directed to appear to be doing things, but it is insubstantial and cannot affect or be affected by physical objects, energy, or magical effects (other than those that can affect or dispel a spell with the light descriptor).
Flame Creature. The caster can create a creature that appears much like a moving, swirling, bonfire—for those familiar with it, it appears as an 8 HD fire elemental. The "creature" can be directed to move about, but it is insubstantial and cannot affect or be affected by physical objects, energy, or magical effects (other than those that can affect or dispel a spell with the light descriptor).
Actions. The caster can give the light effects the following commands:
Follow a Path. The light effects will follow a pre-determined path—corridor, trail, street, etc. The speed can be set by the caster up to a maximum of 180-ft. per round.
Follow a Creature. The light effects will follow an assigned creature. Each light effect can follow a different creature if desired. Light effects will only follow willing creatures and such creatures must be visible to the caster upon assignment. "Creature" light effects that follow another creature will do by ambulating as per above. The speed of ambulation is up to a maximum of 180-ft. per round.
Move to a Location (and Stop). The light effects will move to a location and stop. They can perform some movement-based activity once there. The speed of movement can be set by the caster up to a maximum of 180-ft. per round.
Advance Slowly. The light effects will advance forward or toward a selected creature slowly (the speed is set by the caster). This can appear threatening (producing a strobe-like effect or brightening ominously).
Back Away. The light effects will back away from a location or a selected creature slowly (the speed is set by the caster). This can appear threatening or the inverse (producing a strobe-like effect, brightening ominously, or fading slowly to black). In this case, a "creature" light effect can appear to be moving away while simply diminishing. Those viewing the effect can make a Wisdom save vs. Spell to notice the ruse.
Perform. The light effects will move in place as directed by the spell caster, brightening or dimming as directed.
Attributes. The light effects have the following attributes.
Heat. The light effects shed no heat.
Sound. The light effects produce no sound.
Illumination. The light effects can shed light up to a maximum of a 40-ft. radius and a maximum of normal light in intensity. The light effects can be commanded to shed no light (becoming invisible). The caster can command invisible light effects to move.
Speed. The light effects can be commanded to move up to 180-ft. per round. The lights can be commanded to sway or swivel, as if carried by walking creatures.
Physical Space. The light effects are insubstantial and can occupy the same "square" (if using a map grid) as a creature without hindering the creature's actions. A light effect cannot move through a space smaller that 1-ft. by 1-ft. and cannot move through solid objects.
Vision. A light effect cannot be used to blind a creature, even if brightening to full illumination from darkness. Creatures affected by normal light (e.g. certain types of light sensitivity) will be affected by the illumination.
Contiguous Effect. Any creature-based light effect must remain contiguous within it's normal area. It cannot leave a trail, fire missiles, or "breathe fire", etc.
Magical Light vs. Magical Darkness. A dancing lights spell will be suppressed in areas of magical darkness (of any kind). Once the light effect moves beyond the darkness effect, it will begin to operate again. The darkness only suppressed the illumination, the spell will otherwise continue to operate as previously directed.
Materials Components. A bit of phosphorus or wytchwood. Otherwise, a live glowworm can power the spell. The components are consumed in the casting of the spell. Cost/Scarcity. 1 g.p./Uncommon.
Known Substitutions. None.