Light Sources - Best Bang for Your Buck

Maldor said:
i like the glowing orb spell out of the SC 60' radius you can turn it off when you want and you can have it mounted on a shield, pentant, or helmet

Hmmm, any idea what the duration of that spell is?

So far the best option seems to be the Greater Crystal of Illumination, 1,000 gp for a 60' / 120' light radius constant essentially slotless item that can be turned on and off with a move action.
 

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There is Celestial Brilliance, 4th lvl cleric spell from BoED. 60'/120'. Lasts a day/lvl. Also has the side benefit of damaging undead and evil outsiders.
 

Vysirez said:
There is Celestial Brilliance, 4th lvl cleric spell from BoED. 60'/120'. Lasts a day/lvl. Also has the side benefit of damaging undead and evil outsiders.

Wow that seems pretty darn good. I wonder what it would cost for a 1/week item of this spell. Here is the text:

Celectial Brilliance
Evocation [Good, Light]
Level: Cleric 4, Glory 4, Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

The object touched sheds light brighter than bright sublight, channeled directly from the celetial realms. The light estend to a 120-foor radius: birght light to 60 feet and dim light in another 60 feet.

Creatures with light sensitivity take twice the usual penalty when they are within 60 of the object. Undead creatures take 1d6 points of damage each round they are within the bright lighgt. Evil Outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

Celestial brilliance brought into an area of magical darkness (or vice cersa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Celestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.
 

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