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Light

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Light
  • Level: Cantrip
  • School: Evocation
  • Class: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: Action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour

You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Tactical Usage

Universal Illumination: Light provides reliable bright illumination without resource consumption, making it essential for exploration in dark environments. The 1-hour duration covers most exploration or encounter needs.

Object Targeting: Unlike many light spells that affect creatures, Light targets objects, allowing creative applications like illuminating enemy equipment, marking locations, or creating mobile light sources.

Color Customization: The ability to choose light color enables tactical applications like color-coded signals, camouflage in specific environments, or atmospheric enhancement for social encounters.

Spell Combinations

Dancing Lights Coordination: Combine with Dancing Lights for comprehensive area illumination. Light provides steady bright illumination while Dancing Lights offer mobile, repositionable coverage.

Darkness Counter: Light can be cast on objects and moved into areas of magical darkness to provide illumination, though Darkness specifically counters lower-level light effects.

Alarm Integration: Place Light on objects near Alarm spell triggers to automatically illuminate intruders when they activate the warning system, providing both detection and identification.

Material Component Details

Firefly or Moss Options: The dual component options provide flexibility based on environment and availability. Fireflies work in temperate climates while phosphorescent moss suits underground or forest environments.

Living Light Connection: Both components naturally produce light, creating thematic resonance with the spell's light-generating effects and emphasizing connection to natural illumination sources.

Component Preservation: Dried or preserved specimens work for the material component, allowing preparation and storage for extended periods without requiring fresh collection.

Creator Notes

Size Limitations: The Large or smaller restriction prevents casting on structures, vehicles, or massive objects, limiting tactical applications to reasonably sized targets.

Ownership Restrictions: The spell cannot target objects being worn or carried by others without their cooperation, preventing forced illumination of enemies or their equipment.

Cancelation Mechanics: Casting Light again cancels the previous instance, preventing accumulation of multiple light sources and requiring tactical decisions about optimal placement.

Environmental Interactions

Stealth Considerations: While Light aids navigation, it also compromises stealth by creating obvious magical illumination that can alert enemies or wildlife to the party's presence.

Covering Options: Opaque coverings can block the light when stealth becomes necessary, allowing temporary concealment without ending the spell entirely.

Weather Interaction: The magical light isn't affected by rain, wind, or other weather conditions that might extinguish mundane light sources, providing reliable illumination.

Common Rulings & Clarifications

Radius Calculation: The 20-foot bright light radius creates a 40-foot diameter area of full illumination, with an additional 20 feet of dim light extending the useful range.

Magical Detection: Light creates magical illumination that registers to Detect Magic, potentially revealing the presence of spellcasters or magical activity to observant enemies.

Duration Tracking: The 1-hour duration doesn't require concentration, allowing other spells to be maintained simultaneously without interference from basic illumination needs.

Alternative Applications

Emergency Signaling: Use colored light for long-distance communication, emergency signals, or identifying friendly forces during complex operations or large-scale encounters.

Social Enhancement: Colored lighting can enhance social encounters, create atmosphere for negotiations, or demonstrate magical capability during diplomatic meetings.

Utility Work: Provide hands-free illumination for crafting, reading, research, or other activities that require both hands while maintaining adequate lighting.

Dancing Lights: Provides mobile illumination with multiple sources but requires concentration. Use Light for steady illumination and Dancing Lights for flexible positioning.

Continual Flame: Higher-level permanent illumination that doesn't require spell slots after casting. Compare resource costs for short-term versus long-term lighting needs.

Produce Flame: Combines illumination with damage potential but requires concentration. Choose based on whether light utility or combat capability takes priority.

Scaling Analysis

Early Levels (1-4): Light provides essential utility when darkvision is uncommon and mundane light sources are unreliable or resource-intensive.

Mid Levels (5-10): Remains valuable for specific illumination needs, though magical alternatives and equipment upgrades reduce dependence on spell-based lighting.

High Levels (11+): While basic illumination becomes less crucial, Light retains utility for specific applications where cantrip-level resource cost provides efficient solutions.

Narrative Flavor

Gentle Radiance: Soft magical light begins to emanate from the touched object, growing from a faint glow to steady illumination. The light has a clean, pure quality that differs subtly from natural flames.

Color Manifestation: The light takes on your chosen color with rich saturation and even distribution. Whether warm golden glow or cool blue radiance, the magical hue remains consistent throughout the duration.

Object Integration: The targeted object seems to become a source of light itself rather than being externally illuminated. The glow appears to come from within the material while leaving it physically unchanged.