(Reversible)
Alteration [light]
Cleric Version
Level Cleric 3
Components V, S
Casting Time 6 segments
Range 120-ft.
Area of Effect One creature or point in space (60-ft. light radius)
Duration Permanent, 10 rounds per caster level, or 2d4 rounds (see below)
Save vs. Spell (save avoids)
Magic-user Version
Level Magic-user 2
Components V, S
Casting Time 2 segments
Range 60-ft.
Area of Effect One creature or point in space (60-ft. light radius)
Duration Permanent, 10 rounds per caster level, or 2d4 rounds (see below)
Save vs. Spell (save avoids)
Illusionist Version
Level Illusionist 3
Components V, S
Casting Time 3 segments
Range 60-ft.
Area of Effect One creature or point in space (60-ft. light radius)
Duration Permanent, 10 rounds per caster level, or 2d4 rounds (see below)
Save vs. Spell (save avoids)
This spell creates bright magic light.
Point in Space. The caster can choose any point in space in range and have the spell originate there. The light appears as a solid, non-flickering 1-ft. diameter sphere of light emitting illumination in a 60-ft. radius (this is considered to be "bright light"; similar to day light).
Glowing Creature. The caster can cast the spell at a creature which must save vs. Spell to resist the effect (save avoids, see description). If the save is failed or the creature is willing (automatically misses the save) the spell will cause its body to glow, emitting light in a 60-ft. radius (even if wearing clothing unless the creature is fully covered). If the save is made, the spell will not cause the creature to glow but will convert to a point in space as per above (determined randomly, similar to a grenade-like missile).
Blinding Eyes. The caster can cause the spell to also target a creature's eyes, causing it to become blind for 2d4 rounds if the save is missed (thereafter the creature will continue to glow for the duration of the spell).
Limitations. The light emanating from the floating sphere or creature can be blocked normally. However, a sphere floating in space has no physical or material substance so items will pass through it and only an enclosure completely covering it will block the light fully.
Magical Light vs. Magical Darkness. Anytime the illumination from a magical light effect intersects with the emanating darkness from a magical darkness effect, there is a chance one or both effects will be cancelled. This cancellation will be one-for-one if both effects are cancelled (i.e. if multiple light spells somehow simultaneously intersect with a single darkness spell, only one light spell, determined randomly, will be dispelled along with the darkness spell).
Alteration [darkness]
Cleric Version
Level Cleric 3
Components V, S
Casting Time 6 segments
Range 120-ft.
Area of Effect One creature or point in space (60-ft. darkness radius)
Duration Permanent or 10 rounds per caster level (see description)
Save vs. Spell (save avoids)
This spell creates magic darkness.
This spell works as the continual light spell but it emanates magic darkness. This magical darkness blocks normal sight, infravision (of any type), ultravision, and night vision. The emanating darkness cannot be blocked except by (mostly) fully enclosed objects more than 2-inches thick (such as walls or closed doors with a 1-inch gap or smaller). The spell can be cast at a point in space or at a creature, although the spell cannot affect a creature's eyes (more than simply blinding it by emanating darkness).
Example. A cleric casts continual darkness near a closed door. Creatures in the room on the other side of the door, do not see any change to light conditions. However, when the door is opened, the darkness emanates in a 60-ft. radius from the point in space where it was cast, immediately affecting light conditions in the room in the area of effect as the door opens. Those not in the area of effect see a wall of total darkness spring into the room.