5e light cantrip

5e light cantrip DEFAULT

Player abusing Light spell?

AlwaysToast said:

The thing about lights is they can be seen from much further away than the area they can illuminate. So in a naturally dark environment it will be quite noticeable. It’s a good thing your PCs aren’t in some kind of demi-plane of dread and undead horrors where light spells are crazy obvious and would draw the attention of lots of horrible and dangerous creatures… oh wait… They basically are in that situation.

I mean applying the rules limitation of the cantrip works too. But if you are trying to run a horror game; Traditionally in horror unwise and flippant actions often have consequences.

Click to expand...

Yeah, I was gonna say... you ever play Amnesia: The Dark Descent, smarttman? Because light is great and all, but it sure does make it easier for the monsters to pick you out. Amnesia has always been a bit of a touchstone for my Ravenloft, and other Gothic settings...

Otherwise, there's plenty of other options to obscure vision in ye Olde vampire land. Mist is a classic, cobwebs massed over ages could hide some pretty terrible stuff, and I've always been a fan of curtains that billow just a little too much in the chilling breeze...

Otherwise, keep the repressive atmosphere in play. You don't have to take away their lights, just remember there's a good chance that they don't reach the edge of the room, the space behind the pillars, or far enough to see the bottom of the pit. The darkness isn't driven back by the light, its just going to gnaw at its edges until it finds a way in...

 

Sours: https://forum.rpg.net/index.php?threads/player-abusing-light-spell.819901/

D&D 5E Illumination Cantrips Compared and Analyzed

5e has lots of cantrips which can create illumination. The intent of this thread is to discuss the various uses of such cantrips. Comment is welcome on how you've used such cantrips in the past, different uses you can imagine, and anything I get wrong or forget when reviewing these cantrips.

First, a list of light sources in the game:

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Now, on to the Cantrips!

Control Flames: 60' Range; Instantaneous; Alterations last 1 hour
Key use: You double the area of bright light and dim light cast by the flame, and can do this up to three times with all running simultaneously
Other uses: dim light, expand flame into adjacent square, extinguish flame, create simple shapes in flame.

Example Uses: I've listed the radius expansions for non-magic flames in the above Light Sources list. This is a pretty powerful effect in my opinion. Getting a cone of 120' bright light and another 120' dim light from a bullseye lantern means you're spotting Drow and Svirfneblin at the same range their special darkvision could spot you, which would mean at best they'd have disadvantage to spot you in your darkness while you can light them up and attack as normal (and the regular hooded lantern is pretty great with this as well). You can use mage hand to move the lantern to an apprporiate spot as well, therefore keeping you and your party in the dark while illuminating massive sections of your environment. And you could even put out a light from range if you needed to, and then re-lite it at range later with this cantrip.

And since you can cast this three times and have all three going at once, you could effectively light almost the entire region around you while still keeping your party in the dark, if you place those lanterns well. Remember, it's a cone, and a cone for bullseye lanter, is as wide at it's maximum range as it is distant from the light source - so it's 120' across at that point. That 120' is so much I felt the desire to map it (and you could have three of these going at once):

omYv7b6.jpg


Dancing Lights: 120' range, Duration 1 minute, Concentration
Key use: four torch-sized lights within range, each light sheds dim light in a 10- foot radius, each movable with bonus action up to 60 feet to a new spot within range, provided each is still within 20' of another.
Other uses: Can make them appear as torches, lanterns, or hovering glowing orbs; can combine them into one glowing vaguely humanoid form of Medium size.

Examples: [MENTION=55582]Treantmonklvl20[/MENTION] posteda great videoon why he thinks this spell is underrated. I highly recommended watching it (and all his videos). In fact, that video was the inspiration for this thread, and I am going to borrow some of his graphics to demonstrate some of the uses he suggests (and I hope he does not mind my doing that).

Treantmonk suggests the following formation for the four lights created by this cantrip, which enables lighting a large area in a dungeon or similar environment while keeping your party in the dark so foes have a harder time perceiving the party and targeting the party:

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Similarly, once you hear a foe in the distance, you can move the lights to illuminate your foes, while keeping your party well out of the range of their darkvision and ability to target you, like such:

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Treantmonk does a better job describing these uses than I can, but he stresses the mobility of the lights created by this cantrip, and utility of being able to move all four independently and at a pretty fair distance and high movement rate, can be very useful in lighting up your foes while keeping your own party in the darkness. And remember, darkness means either the foe cannot spot you at all if you're outside the range of their darkvision, or at worst it means the foes have disadvantage to spot you with darkvision (because darkvision just makes darkness into effectively dim light, which still applies disadvantage on perception checks).

Light: Touch Range, 1 hour duration
Key use: One object that is no larger than 10 feet in any dimension sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Other use: The light can be colored as you like; Can target an object held or worn by a hostile creature (they get a save)

Example uses: You can cast it on a rock and throw it or toss it down something. You can use Mage Hand to move that rock or other small object. You can cast it on a shield or other part of your armor so you don't need a hand to hold a torch or lamp. You can cast it on an arrow or bolt and shoot it into something. You could cast it on a tongue piercing and turn it off just by closing your mouth. As this is the most popular illumination cantrip, I am sure people can offer many interesting examples of it's uses.

Produce Flame: Range Self; 10 Min Duration
Key Use: Flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Other Use: Can attack with flame.

Example Uses: It's not really a primary illumination spell, as I think most people take it for the attack portion of the spell. But it's handy to have illumination from your attack cantrip, when you're not attacking with it. I know my halfling druid enjoys that aspect of this spell.

Honorary mention:

Create Bonfire: The spell technically doesn't say it creates illumination. I'd rule it does (probably same as a hooded lantern), but as it doesn't give details it's hard to discuss it's illumination relative to other cantrips.

Thaumaturgy: You cause flames to flicker, brighten, dim, or change color for 1 minute. Illumination is not really a key use of this spell, though if it brightens flames such that it extends the range of illumination then it could be. The spell details don't really tell us what mechanical impact the "brigten" effect has, however, so it's hard to discuss it further.

Druidcraftand Prestidigitation: You instantly light or snuff out a candle, a torch, or a small campfire. Mentioning this for completelness, but illumination is not a key use for this spell.

 

Sours: https://www.enworld.org/threads/illumination-cantrips-compared-and-analyzed.658335/
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What is the advantage of casting the Light cantrip on an object an enemy is wearing or holding?

By default nothing, but depending on the case a DM might allow some benefits.

Could be a common solution is to not lose an opponent.

A rogue will find it difficult to hide in combat. A Shadow dancer, will be not able to jump through shadows (possibly). An enemy about to flee will find it harder to hide even in the crowd when he is a firefly.

Light is a utility spell and can be used in many imaginative ways. A DM might give blindness or disadvantage for a round if cast on a helmet.

The save is actually to test if you can cast the spell to an unwilling target. In 3.5 you could do the same with touch attack instead.

In case of invisibility though...

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

So imagine that, you cast the light spell on a cloak of invisibility, the target becomes invisible. While he probably gets the invisibility bonuses, you can still target him with area effects and I would allow (as DM), to attack the invisible target with melee and ranged attacks but with a disadvantage.

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/49138/what-is-the-advantage-of-casting-the-light-cantrip-on-an-object-an-enemy-is-wear
Magical Spell Descriptions: The Light Cantrip

D&D 5th Edition

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a Hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Show Attribute List

Classes

Bard, Cleric, Sorcerer, Wizard

Material

A firefly or phosphorescent moss

Target

One object that is no larger than 10 feet in any dimension

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Sours: https://roll20.net/compendium/dnd5e/Light

Light cantrip 5e

light 5e


We have seen the Light, and we promise you will too after reading throughout this Light Spell Breakdown! This is one of our favorite spells, and has even cracked our Top 5 Best Cantrips in the 5th Edition of D&D. In this article, we will go over the pros, cons, and situational uses for the Cantrip Light. So put on your shades, as we are now jumping into the Light 5E Guide!

Light 5E Guide

Light 5E Attributes

  • School: Evocation
  • Level: Cantrip
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Material (a firefly or phosphorescent moss)
  • Duration: One Hour
  • Class: Bard, Cleric, Sorcerer, Wizard

One object that you touch sheds a bright light that will last for the duration of the spell. The light will illuminate a twenty-foot area, and dim an additional twenty feet beyond that. The castor dictates the color of the light that will emit from the source. The object you touch cannot be longer than ten feet. Completely covering the object with something opaque will block the light from performing its function.

If you attempt to cast this spell on an object that is being worn or held by a hostile character, that character can prevent this spell from succeeding by rolling a successful Dexterity Saving Throw. To make a Dexterity Saving Throw, use the following formula:

Dexterity Saving Throw

1d20 + Their Dexterity Modifier

The spell will end if you cast it again or if you dismiss it as an action.

Pros

Light is one of my favorite spells because there is so much utility tagged into such a simple effect. Off the top of my head, here are five examples of what you can do with light:

  • Find your way around a dark area.
  • Light up your campsite instead of using or finding material.
  • Cast it on an object and toss it so you throw off enemies.
  • Blind an enemy while in the middle of a fight.
  • Hang an item with Light around a small animal’s neck so the light can move.

And did I mention that Light is a cantrip? Because it is! In fact, it’s one of the best cleric cantrips available, along with other classes. Being a Cantrip in fifth edition means that you do not have to prepare to use this spell, thus, you can cast it freely.

Cons

While you can freely cast Light because it is a Cantrip, you still need to have the proper materials in order to think about resolving the spell. In order to cast Light, you will need to use a firefly or some phosphorescent moss. It will be up to your Dungeon Master to determine how easy it is for you to find these items, but you should also think about how you might be able to find them too. A quick google search reveals that you can find phosphorescent moss in dark, damp areas like an underground grotto or a cavern. Fireflies are most commonly found in open fields, forest edges, or riversides late at night. If your Dungeon Master pays attention to details, I would definitely keep this information handy.

If the spell Darkness is active in the location that you are currently casting Light in, you will only light the area that is not affected by the Darkness spell. Darkness is a second level spell, thus, you cannot use a spell that is of a lower level to cancel out its effects.

The other big issue with using Light is that everyone around you will have a good idea as to where you are. If you are using Light in place of a torch or a campfire, anything within a forty-foot radius of you will know that there is at least once magic-user in the area. This would be terrible if you are trying to run from someone! You can mitigate the upcoming disaster if you and your team perform an investigation check before you cast the spell. To perform an investigation check, please use the following formula:

Investigation Check

1d20 + Intelligence Modifier + Investigation Ranks

While you would assume that using the Light spell will help with the Investigation, that fact might not matter if you are calling direct attention to yourself in the first place. Mind you, you do not have to use your eyes while you are Investigation. Your party could feel around the location for traps with a stick, listen out for any disturbances in the distance, or toss items to see if anything is disturbed. Safety should be your team’s number one priority, and casting Light could jeopardize that.

When Should You Use Light

I cannot stress how useful this spell really is. You can use it offensively, defensively, and as a basic survival tool. I already listed ten uses for Light above in the Pros, but I will list another five under this section just to stress just how useful this spell is.

  • Blind an enemy as they are approaching you to hopefully give you an attack of opportunity.
  • Light up an enemy’s piece of equipment to force them to fight blinded or take off the item.
  • Leave the bright object in a trap so you can catch an enemy.
  • Help a fellow traveler by casting the spell on an item of their choice.
  • Trick an enemy with a shadow puppet

When Better Options Are Available

     If you are worried about an enemy finding your location from when you are casting Light, you can use a Daylight spell to practically do the same thing. Daylight is a third level spell that can brighten up an area of sixty-feet, and dim an additional sixty-feet beyond that. And because Daylight is a level three spell, it will cancel out a Darkness spell that is lingering in the same area.

That wraps our Light 5E rundown. Need more spells? See our Druidcraft 5E guide here at Nerds and Scoundrels!

Related

Sours: https://www.nerdsandscoundrels.com/light-5e/
D\u0026D 5E Dancing Lights Cantrip Explained in 60 Seconds #Shorts

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

My Comments:  This is probably one of the best utility spells in the game, and as a cantrip that makes it awesome.

You might be thinking “A magic torch is awesome? Pffft… whatever, human! Get some low-light vision already!”

But wait, check out that second paragraph for some inspiration. I know mages hate to get within touch range, but imagine scoring a touch attack on that annoying rogue that keeps getting away, or the shape-changing doppelganger! Of course, with something like invisibility and shape-change you could argue the light gets neutralized but I think I’d probably leave them glowing… Maybe a save would be in order in some cases.

It’s easy to imagine other uses, like you’re trapped away from the rest of the party in a wagon rolling away in the dark. Light up the door of the cabin! Light up the sail of the pirates that kidnapped you!

I never managed to have the right situation come up, but I had a character that carried around some sticky pitch he found and he planned on throwing lit-up balls of pitch at people in the dark. There are some creatures that would really hate that!

And, of course, it works as a magic torch as well.

Related

Sours: https://dungeonsanddave.com/spell/5th-edition-spells-light/

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The wife only moaned and groaned, but did not express any displeasure at what was happening. Even anger took me for her depravity. This is how, I thought, a vice lives in women, with which they infect us peasants. It is good that Sergius will force all this sin out of her.



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