Lore of Light
This magic taps into the power of light and its
many aspects. Its users not only conjure literal
light but can ignite the light in the souls of others,
healing or inspiring them. Some magic from this lore
even blesses creatures with the ability to move at light
speed. The following spells are examples of the types of
magic users of the Lore of Light often wield.
Burning Gaze
1st-level evocation
Casting Time: 1 action
Range: 20 feet
Components: V Each creature in a 20-foot-radius sphere centered on that
Duration: Instantaneous point must make a Constitution saving throw. On a failed
Classes: Cleric save, a creature becomes blinded until the end of your next
turn.
You fixate on two points within the spell's range, no more
than 20 feet apart, that you can see. Beams of searing light Holy Nova
erupt from your eyes, blazing between the two points. Any 4th-level evocation
creature intersected by the path of the beams must make a
Dexterity saving throw. Creatures take 1d6 fire damage and Casting Time: 1 action
1d6 radiant damage on a failed save. If the two points are at Range: Self (30-foot radius)
the same location, any creature at that point has Components: V
disadvantage on the saving throw. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell Classes: Cleric, Paladin
slot of 2nd level or higher, the fire damage increases by 1d6, A burst of divine light emanates from you, enveloping all
the radiant damage increases by 1d6, the spell's range creatures within 30 feet. Each creature in this area must
increases by 10 feet, and the maximum distance between the make a Constitution saving throw. Creatures take 3d6 + your
two points increases by 10 feet for each slot level above 1st. Wisdom modifier radiant damage on a failed save, and half as
much on a success.
Dazzling Light You and up to four creatures of your choice within the area
3rd-level evocation automatically succeed on this saving throw, taking no
Casting Time: 1 action damage. Instead, you and the chosen creatures are bathed in
Range: 120 fee the healing radiance, regaining hit points equal to the total
Components: V, S radiant damage dealt.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
Classes: Cleric, Bard slot of 5th level or higher, the damage increases by 1d6 for
You unleash a burst of radiant light at a point you choose each slot level above 4th.
within range.
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Quickened Condition
This document references the quickened
condition. A quickened creature gains an additional
action on each of its turns. That action can be used
only to take the Attack (one weapon attack or
unarmed strike only), Dash, Disengage, Hide, or
Use an Object action. The haste spell applies the
quickened condition among its other effects, and a Should a creature inside the web attempt to use
creature cannot benefit from the quickened teleportation or interplanar travel to escape, it must first
condition from multiple sources at once. succeed on a Charisma saving throw. A successful save
allows the creature to utilize its spell or ability to exit the
web, while a failure causes the spell or ability to be expended
without effect. Notably, this net of light also extends into the
Mass Haste Ethereal Plane, preventing ethereal escape.
8th-level transmutation A restrained creature can take an action on its turn to
attempt another Charisma saving throw, ending its restrained
Casting Time: 1 action condition on a success.
Range: 60
Components: V S M (a shaving of licorice root) Warding Light
Duration: Concentration, up to 1 minute. 1st level abjuration
Classes: Sorcerer, Wizard Casting Time: 1 bonus action
Choose up to six willing creatures in a 30-foot-radius Range: 60
sphere centered on a point within range. Until the spell ends, Components: V S M, (sliver coin)
each chosen creature has its speed doubled, gains a +2 bonus Duration: 1 round.
to AC, has advantage on Dexterity saving throws, and is Classes: Cleric, Paladin
quickened. You envelop a creature of your choice within range in a
Net of Light protective radiant light. Until the start of your next turn, the
4th-level conjuration creature illuminates bright light out to a 10-foot radius and
dim light out an additional 10 feet. During this time, attack
Casting Time: 1 action rolls made against the creature have disadvantage. This
Range: 60 effect doesn't hinder attackers who don't depend on sight,
Components: V S M (A white thread) such as those with blindsight or those who cannot be blinded.
Duration: Concentration, up to 1 minute. At Higher Levels. When you cast this spell using a spell
Classes: Cleric, Paladin slot of 3rd level or higher, you can target one additional
You weave a radiant web of binding light at a location you creature for every two slot levels above 1st. The chosen
can see within range. This web encompasses a 20-foot cube creatures must be within 30 feet of each other when you
and lingers for the spell's duration, shedding bright light target them.
throughout the area and turning it into difficult terrain.
When a creature starts its turn within the web or enters the
web during its turn, it must make a Charisma saving throw. Art Credit
On a failed save, the creature becomes restrained and Blinding Mage - Eric Deschamps, Wizards of the Coast
blinded for as long as it remains in the web or until it Apostle of Purifying Light - Bastien L. Deharme, Wizards
manages to break free. of the Coast
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
1.0.0
Document release
1.1.0
Update Burning Gaze to deal no damage on a successful
save
Increase Range of Burning Gaze
Increase the damage of Burning Gaze
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.