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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.[1][2][6] The reverse of this spell, continual darkness,[note 1] created the absence of light.[7][8][9]

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.[1][2][6]

The intensity of light from this spell was sufficient to harm creatures that were harmed by bright light or direct sunlight.[1][2][6]

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.[7][8][9] This spell countered darkness spells of equal or lesser power, and vice versa.[1][2][6]

Sinhala stones were also known to prevent magical darkness.[10] Hambergyle gems could be used to turn a light spell into continual light.[11]

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.[1][2][6]

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.[1][2][6]

AppendixEdit

See alsoEdit

NotesEdit

  1. Illusionists had their own continual darkness spell.

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 140, 209. ISBN 0-88038-716-5.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 181, 266. ISBN 0-7869-0329-5.
  3. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 154. ISBN 1-56076-107-5.
  4. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 187, 188. ISBN 0-7869-0394-5.
  5. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 46, 69, 96. ISBN 0-9356-9601-6.
  7. 7.0 7.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 209. ISBN 0-88038-716-5.
  8. 8.0 8.1 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 266. ISBN 0-7869-0329-5.
  9. 9.0 9.1 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 46. ISBN 0-9356-9601-6.
  10. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 50. ISBN 0-7869-0446-1.
  11. 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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