Continual Light


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dcollins said:
See continual flame. The only difference is flavor -- it now looks more medieval-y instead of flashlight-y.

The main difference is that 20' radius is lighted (as a torch). Continual Light was 60' radius, if I recall.

Andargor
 


Continual Light lost its balance when used as a means to permanently blind an opponent (an all-too common occurence in my 2nd Ed. campaigns). Given this, I would make sure it was at *least* a level higher than Blindness/Deafness.
 

I always enjoyed making continual light stones by the dozens and then using a sling to thorw them far enough out to light the way or even light a big area around your campsite at night, while keeping the acutal camp dark enough to sleep in.

Hawkeye
 

Hmmm . . . How's this? Opinions, please. Is this balanced and does it flow with the other light spells?

Continual Light
Evocation [Light]
Level: Brd 3, Clr 4, Sor/Wiz 3
Components: V, S, M
Duration: Permanent

As light, except this spell causes an object to glow three times as bright as a torch,
shedding light in a 60-foot radius from the point you touch, and the duration is permanent.
Material Component: The object the spell is cast on.
 

I'd say the 50 gp cost of Continual Flame is an important part of the balance of the spell, and should be retained in Continual Light. Otherwise a caster could just churn out continual light stones like a factory, like in 2e.
 

Anubis said:
Hmmm . . . How's this? Opinions, please. Is this balanced and does it flow with the other light spells?

Continual Light
Evocation [Light]
Level: Brd 3, Clr 4, Sor/Wiz 3
Components: V, S, M
Duration: Permanent

As light, except this spell causes an object to glow three times as bright as a torch,
shedding light in a 60-foot radius from the point you touch, and the duration is permanent.
Material Component: The object the spell is cast on.

I'd base myself on Continual Flame.

Continual Light
Evocation (Light)
Level: Clr 4, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 0 ft.
Target: One Object
Effect: Illusory light
Duration: Permanent
Saving Throw: None
Spell Resistance: No

As Continual Flame, except that the brightness sheds light in a 60-foot radius from the object.
Material Component: Worth 500 gp.


Andargor
 

andargor said:


The main difference is that 20' radius is lighted (as a torch). Continual Light was 60' radius, if I recall.


Now there are many more areas where you don't see anything but darkness in from of you. Entering a 30' room is scarrier now than in 1st edition, at least at low levels without a dwarf.
 

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