20' radius globe
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. 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 they must have a line of sight and unobstructed path for the spell when it 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 moveable object or mobile creature. If this spell is cast upon an unwilling creature, a POW check must be made. A successful POW checkindicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it.
Light centered on the visual organs of a creature blinds it, penalizing its attack and Dodge skill rolls by 20%. The caster can end the spell at any time by uttering a single word.
Light spells are not cumulative--multiple castings do not provide a brighter light.
The spell is reversible, causing Darkness in the same area and under the same conditions as the Light spell. Magical darkness is equal to that of an unlit interior room--pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A Darkness spell cast directly against a Light spell cancels both, and vice versa.