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First Post
I was going to post this as a game – guess which description is from which D&D edition. But I saw complications in that idea, and so just decided to post the text identified with its edition.
The light spell through the editions.
Dungeons & Dragons [original edition] (OD&D)
Basic Dungeons & Dragons (BD&D)
Advanced Dungeons & Dragons [1st edition] (AD&D1)
Advanced Dungeons & Dragons Second Edition (AD&D2)
Dungeons & Dragons [3rd edition] (D&D3)
Quasqueton
The light spell through the editions.
Dungeons & Dragons [original edition] (OD&D)
Light spell (cleric)
A spell to cast light in a circle 3” in diameter, not equal to full daylight. It has a basic duration of 12 turns.
Basic Dungeons & Dragons (BD&D)
Light spell (cleric)
This spell casts light in a circle, 30’ in diameter. It is bright enough to read by, but not equal to full daylight. It may be cast on an object. The light may be cast at a creature’s eyes. The creature may make a saving throw, but if it fails, the victim will be blinded for 12 turns. A blinded creature may not attack.
Advanced Dungeons & Dragons [1st edition] (AD&D1)
Light spell (cleric)
This spell causes excitation of molecules so as to make them brightly luminous. The light thus caused is equal to torch light in brightness, but its sphere is limited to 4” in diameter. It lasts for the duration indicated (7 turns at 1st experience level, 8 at 2nd, 9 at 3rd, etc.) or until the caster utters a word to extinguish the light. If this spell is cast upon a creature, the applicable magic resistance and saving throw dice rolls must be made. Success indicates that the spell affects the area immediately behind the creature, rather than the creature itself. In all other cases, the spell takes effect where the caster directs as long as he or she has a line of sight or unobstructed path for the spell; light can spring from air, rock, metal, wood, or almost any similar substance.
Advanced Dungeons & Dragons Second Edition (AD&D2)
Light spell (priest)
This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative – multiple castings do not provide brighter light.
Dungeons & Dragons [3rd edition] (D&D3)
I removed references to the darkness spell from the descriptions (one sentence). In some editions, darkness was the reverse use of light (not listed as an individual spell).Light spell (cleric)
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
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