Level: Fire 1, Paladin 1, Sor/Wiz 1, Sun 1
Components: V, S
Casting Time: 1 standard action
Range: Touch OR Close (25 ft. + 5 ft./2 levels); see text
Target: Object touched OR one creature; see text
Duration: 10 min./level (D) OR 1 round; see text
Saving Throw: None
Spell Resistance: No
Spell Points: 1
Your staff begins to glow like a torch.
This spell has two separate functions, Glow (which causes a touched object to emit light) and Flare (which creates a single, focused flash). Each has its own usage descriptions and augmentation options.
Glow: This function of the spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object.
If an area of magical light and an area of magical darkness overlap, the spell on which more spell points were spent prevails. If an equal number of spell points were spent on both spells, ambient light conditions remain.
Augment: You can augment the Glow function of the spell in one or both of the following ways:
If you spend 4 additional spell points, the object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of magical light so augmented.
If you spend 4 additional spell points, the spell’s duration increases to Permanent. Using this augment incurs an experience cost of 10XP.
Flare: This function of the spell targets a single creature within range. The creature must succeed on a fortitude save or be blinded for one round. A creature that succeeds on the fortitude save is dazzled instead. A creature that takes penalties or damage in bright light of any kind receives a -4 penalty on the save.
Augment: For every additional spell point you spend on the Flare function of the spell, the creature is dazzled or blinded for an additional round.