Daylight
- Level: 3
- School: Evocation
- Class: Cleric, Druid, Paladin, Ranger, Sorcerer
- Casting Time: Action
- Range: 60 feet
- Components: V, S
- Duration: 1 hour
A 60-foot-radius Sphere of bright light spreads outward from a point you choose within range. The Sphere is Bright Light and sheds Dim Light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of Darkness created by a spell of 3rd level or lower, both spells are dispelled.
Tactical Usage
Powerful Illumination: Daylight creates extensive bright light coverage for area denial and tactical advantage. This 3rd-level evocation spell excels at countering darkness-based tactics and providing battlefield illumination.
Optimal Timing: Most effective against enemies relying on darkness, when fighting light-sensitive creatures, or when extensive illumination is needed.
Resource Management: Uses a 3rd-level spell slot - available from character level 5+. 1-hour duration provides significant tactical value.
Target Selection: Choose central positions for maximum area coverage or attach to mobile objects for dynamic lighting.
Spell Combinations
Synergistic Spells:
- Darkness Counters: Directly dispels equal or lower-level darkness spells
- Tactical Magic: Combine with area denial spells that benefit from visibility
- Detection Spells: Enhanced lighting improves perception and investigation
Class Feature Interactions:
- Divine Magic: Clerics and paladins gain thematic connection to divine light
- Solar Energy: Some class features benefit from bright light conditions
- Undead Turning: Enhanced effectiveness against light-sensitive undead
Multi-Caster Coordination: Multiple daylight effects can illuminate vast areas or create overlapping coverage.
Material Component Details
Component Acquisition: No material components required - only verbal and somatic components needed.
Component Handling: Simple V, S casting allows quick deployment without resource management concerns.
Roleplay Opportunities: Different light qualities can reflect divine sources, natural sun energy, or pure magical radiance.
Economic Considerations: No costs make this economically viable for regular tactical use.
Creator Notes
Encounter Balancing: Large bright light area affects stealth encounters and creatures with light sensitivity.
NPC Usage: Temple guardians, paladins, or clerics can use daylight to deny darkness-based tactics.
Environmental Considerations: Particularly effective against undead, darkness magic, or light-sensitive enemies.
Campaign Integration: Excellent for undead encounters, dark magic opposition, or exploration of shadowy areas.
Environmental Interactions
Terrain Effects: 60-foot range allows flexible positioning. 120-foot total light radius covers substantial battlefield area.
Weather Influence: Unaffected by natural darkness, clouds, or weather conditions that reduce visibility.
Structural Interactions: Can attach to objects for mobile lighting or position at strategic locations.
Elemental Interactions: Directly counters magical darkness. Particularly effective against shadow-based creatures or magic.
Common Rulings & Clarifications
Timing Questions: Action casting time with 1-hour duration. Immediate bright light creation.
Target Limitations: 60-foot radius bright light with additional 60-foot dim light. Can be attached to objects.
Duration Interactions: 1-hour duration provides extended tactical advantage. Can be dispelled by equal or higher darkness.
Mechanical Interactions: Dispels darkness spells of 3rd level or lower when areas overlap.
Alternative Applications
Non-Combat Uses: Emergency lighting, signal beacons, agricultural assistance, or dispelling supernatural darkness.
Social Encounters: Demonstrate divine power, provide community lighting, or create impressive displays.
Exploration Applications: Light large underground areas, dispel magical darkness barriers, or provide extended illumination.
Utility Functions: Construction lighting, large area illumination, emergency beacons, or community services.
Related Spells
Same School: Other evocation spells like light (cantrip basic illumination), continual flame (2nd level permanent), sunbeam (6th level damaging light).
Similar Effects: light (cantrip single source), continual flame (2nd level permanent), sunburst (8th level damaging radiance).
Progression Options: light (cantrip basic lighting), daylight (3rd level area illumination), sunbeam (6th level weaponized light).
Complementary Magic: detect magic (identify darkness sources), dispel magic (remove magical effects), protection from evil and good (anti-undead defense).
Scaling Analysis
Level Progression: Remains valuable throughout campaigns for countering darkness tactics and providing illumination.
Upcast Benefits: No improvement from higher spell slots, making this a pure 3rd-level tactical investment.
Campaign Phases: Peak effectiveness in mid-level play (5-10) where darkness magic becomes more common.
Comparative Value: Excellent area illumination that justifies 3rd-level slot for tactical lighting and darkness countering.
Narrative Flavor
Casting Description: Brilliant radiance erupts from your chosen point as divine or natural energy creates a sphere of daylight intensity.
Effect Manifestation: Pure, clean light radiates outward, banishing shadows and creating an area of comfortable illumination.
Personal Style: Clerics channel divine radiance, druids summon natural sunlight, while paladins manifest righteous illumination.
World Integration: Represents intermediate light magic available to divine and nature casters, often associated with solar magic, divine blessing, or natural illumination.