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Continual light

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Continual light was an alteration spell used by both arcane and divine spellcasters to create a permanent area of sun-bright illumination.[2][3][8] The reverse of this spell, continual darkness,[note 1] created the absence of light.[9][10][11]

EffectsEdit

This spell filled the area of effect with light equivalent to full daylight which lasted until negated magically, such as with dispel magic. It could be cast at a point in the air, onto an object, or possibly onto a creature. If successfully cast on the visual organs of a creature, it was effectively blinded.[2][3][8]

The intensity of light from this spell was sufficient to harm creatures that were harmed by bright light or direct sunlight.[2][3][8]

The divine versions of this spell had twice the range of their arcane counterparts. They were also reversible as continual darkness, and produced areas of permanent darkness.[9][10][11] This spell countered darkness spells of equal or lesser power, and vice versa.[2][3][8]

Sinhala stones were also known to prevent magical darkness.[12] Hambergyle gems could be used to turn a light spell into continual light.[13]

This spell eventually consumed the material it was cast upon, but dense, hard, or expensive materials (like gems) could last hundreds to thousands of years.[2][3][8]

ComponentsEdit

This spell only required verbal and somatic components to cast. The material component was the substance it was cast upon: air, an object, a structure, or a creature.[2][3][8]

AppendixEdit

See alsoEdit

NotesEdit

  1. Illusionists had their own continual darkness spell.

ReferencesEdit

  1. 1.0 1.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 140, 209. ISBN 0-88038-716-5.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 181, 266. ISBN 0-7869-0329-5.
  4. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 154. ISBN 1-56076-107-5.
  5. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 187, 188. ISBN 0-7869-0394-5.
  6. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  7. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 46, 69, 96. ISBN 0-9356-9601-6.
  9. 9.0 9.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 209. ISBN 0-88038-716-5.
  10. 10.0 10.1 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 266. ISBN 0-7869-0329-5.
  11. 11.0 11.1 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 46. ISBN 0-9356-9601-6.
  12. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 50. ISBN 0-7869-0446-1.
  13. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 41. ISBN 0-7869-0446-1.

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