The Lightess and The Lightess Spell List for D&D 5th

Last Summer I sat down to write a Dungeons & Dragons 5th edition setting and module. After spending the Summer picking away, I shelved the project. Presented here is the basic information and spell list for the Lightess, a reoccurring cosmic entity in other Dilly Green Bean Games products.

Cosmic Light Entity
Path: Divine Light
Blessed Requirements: Must be aligned Good, Wisdom 10
Armor: Any but evil
Weapons: Any but evil
Influence: Any realm that has light
Magic: Any but evil
NOTE: True followers of the Lightess may not wield items of evil, nor use evil magic. Any attempts to touch an evil item will result in an instant point of damage to Hit Points and if evil spells are cast, the follower will lose all their Lightess spells and influence. In most cases all the Lightess spells turn into a dark counterpart. So a Blade of the Lightess spell would become Black of the Darkess spell and Light of Harmony would become Shadow of Hate.

 

LIGHTESS SPELLS

CANTRIPS

Blessed of the Lightess

Cleansing Light

Flasher

Grow Light

Light of Healing

Morning Light

Sphere of the Lightess

Sting of the Lightess

1st

Arrow of the Lightess

Blade of the Lightess

Brighter Light of Healing

Ghost Light

Language of Light

Lightess Defense

Light of Dullness

2nd

Disco Ball

Holy Light of the Lightess

Lightess Escape

Light of Harmony

Light of Life

3rd

Light of Fading Magic

Light Shield of the Lightess

Master Arrow of the Lightess

Master Blade of the Lightess

4th

Beacon of Light

Light of Home

Phantoms of the Lightess

Sunrise of the Lightess

Wrath Beam of the Lightess

5th

Avatar of the Lightess

Holy Lightess Dome

 

CANTRIPS

BLESSED OF THE LIGHTESS
Casting Time: 1 action
Range: Touch
Components: V
Duration: 5 rounds
By casting this spell, the caster may surround another with a white glow that offers additional protecting (boosts Armor Class by 2). The glow is so powerful it makes it harder for an attacker to see their intended target (much like looking at something in line of sight with the sun).

 
CLEANSING LIGHT
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instant
The hands of the caster glow with a soft white light that cures disease and poisoning. It can even be used to purify tainted water.

 
FLASHER
Casting Time: 1 action
Range: 5 feet
Components: S
Duration: Instant
By snapping your fingers you generate a blinding flash of light that blinds nearby attackers for 1 round giving you enough time to flee.

 
GROW LIGHT
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: 4 minutes
The light from this spell promotes instant plant growth. If there are seeds or wilting plants nearby, they will instantly begin to grow. This spell is great for the caster who is trying to create food or restore crops. It can even be used to promote vine growth so the caster may climb.

 
LIGHT OF HEALING
Casting Time: 1 action
Range: Touch
Components: V
Duration: Instant
Your hands generate a soothing white light that heals 6 Hit Points to the person or creature it touches.

 
MORNING LIGHT
Casting Time: 1 action
Range: 25 feet
Components: V
Duration: 5 minutes
With this spell you can burn off fogs and mists. It also does 1d6+ caster’s level damage to any creature that is sensitive to sunlight.

 
SPHERE OF THE LIGHTESS
Casting Time: 1 action
Range: 25 feet
Components: V, Pebble
Duration: 1 hour
By whispering the name of the spell you can generate a soft white light sphere that illuminates dark areas. The sphere is about the size of a pebble, but the light it generates is long reaching. This spell does not impact sunlight sensitive creatures.

 
STING OF THE LIGHTESS
Casting Time: 1 action
Range: 25 feet
Components: V
Duration: Instant
A thin beam of light shoots from your fingertip (usually the index finger) and cuts into whatever it hits. This is an instant flash and only lasts long enough to sting a target. The sting does 1d6+ caster’s level burning damage.

 
1st LEVEL SPELLS

ARROW OF THE LIGHTESS
Casting Time: 1 action
Range: 40 feet
Components: C
Duration: 2 rounds
Using a bow, the caster may draw back the string and generate an arrow of pure light that when fired can burn the target it hits. The arrow does 1d6+ caster’s level burning damage, but it may also be used to simply blind a target too, doing no damage. The caster needs to make clear what type of use the arrow will have. This spell only works with bows and not crossbows. In rain or under water the damaged is reduced by HALF.

 
BLADE OF THE LIGHTESS
Casting Time: 1 action
Range: 4 feet
Components: V, C
Duration: 8 rounds
By wielding a makeshift handle and reciting the spell’s name, the caster may generate a three foot blade of solid light that causes 1d8+ caster’s level burning damage to anything it hits. In rain or under water the damaged is reduced by HALF.

 
BRIGHTER LIGHT OF HEALING
Casting Time: 1 action
Range: Touch
Components: V
Duration: Instant
This spell works just like Light of Healing, but it heals 15 Hit Points.

 

GHOST LIGHT
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: 5 minutes
With a simple whisper, the area around the caster glows a spooky faded white revealing any ghosts or spirits that might be in the range of the light. And while it won’t make the invisible visible, it will cause anyone using invisibility to cast a shadow.

 
LANGUAGE OF LIGHT
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: 5 minutes
When cast, a sphere of white light will appear around the caster and anyone in range. During this time all languages spoken are understood.

 
LIGHTESS DEFENSE
Casting Time: 1 action
Range: Touch
Components: V
Duration: 5 rounds
The caster’s body glows with bright white light increasing their Armor Class +4. The brightness of the light can also cause blindness. Attackers need to make a Dexterity save difficulty 15 or be blinded for two actions.

 
LIGHT OF DULLNESS
Casting Time: 1 action
Range: 100 feet
Components: V
Duration: 5 rounds
Reflective surfaces can be used to defend against LIGHTESS magic. But with this spell, all reflective surfaces become dull and clouded, nullifying any reflective ability. When cast this spell generates a gray sphere with a strange gray aura around it. It will pulse with bursts of gray light, that when making contact with reflective surfaces instantly dulls them.

 
2nd LEVEL SPELLS

DISCO BALL
Casting Time: 2 actions
Range: 100 feet
Components: V, C
Duration: 4 rounds
Using a sphere shaped item, the caster can empower it with light, turning the sphere into a disco ball. The caster then throws it into the air where it hovers and fires beams of light erratically for four rounds doing 1d10+caster’s level burning damage. Each round that the spell is active, the caster makes four attack rolls against anyone or anything that hasn’t taken cover. To make matters more complicated, anyone who looks at the disco ball must make a Wisdom save difficulty 15 or succumb to dancing urges that put them in peril.
*DM NOTE: The ball has Hit Points equal to the material strength of the sphere used. If the ball is shattered the spell stops.

 
HOLY LIGHT OF THE LIGHTESS
Casting Time: 1 actions
Range:  10 yards
Components: V
Duration: 5 minutes
The power of light can be a great deterrent against the undead and unholy. When cast, the caster glows with a bright white aura that drives back any undead or unholy foe, even those that are far more powerful than the caster. This light also does 1d4+caster’s level in burning damage to the creature or creatures.

 
LIGHTESS ESCAPE
Casting Time: 1 action
Range: 1 mile
Components: V
Duration: Instant
When in dungeon peril the caster may speak the words and a flash of white light will consume the caster and up to five additional people. When the light fades the caster will find themselves a mile away from whatever dungeon they were crawling through.

 
LIGHT OF HARMONY
Casting Time: 1 action
Range: 20 feet
Components: V
Duration: 10 minutes
This sphere of white light causes any natural hostile creatures to become passive for ten minutes. The sphere hovers over the caster and illuminates up to twenty feet away. The spell only works on natural creatures and not creatures that are magic. It can even work on humans like townsfolk (roll 1d10: 1-5 it works, 5-10 it doesn’t).

 
LIGHT OF LIFE
Casting Time: 3 actions
Range: Touch
Components: V, S
Duration: Instant
When death is upon an ally prayer may be their only hope. Make a spell roll with a difficulty equal to the number of negative Hit Points a dead character has. If the roll is higher than the amount of negative Hit Points, the dead character comes back to life. All wounds will glow with a bright white light and seal, restoring the victim to 1 Hit Point.
Example: Ral is at -13 Hit Points. Linda casts Light of Life. She needs to be a 13 difficulty in order to bring Ral back to life. This is Ral’s lucky day for Linda rolls a 14.

 
3rd LEVEL SPELLS

LIGHT OF FADING MAGIC
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instant
By speaking the words, the caster’s eyes glow a bright white light that dispels any spells level two or less. Spells at level three have their duration cut down to half and spells at level four have their durations cut down by 25 percent. This light also weakens magic bonds like magical locks and seals.

 
LIGHT SHIELD OF THE LIGHTESS
Casting Time: 1 action
Range: Touch
Components: V
Duration: 3 rounds (+1 per caster’s level)
The caster may generate a shield made of pure white light. In most cases the shield will have a more traditional form. It may be used to parry incoming attacks and spells. The shield itself has 30 Hit Points. When the Hit Points run out the shield vanishes.

 
MASTER ARROW OF THE LIGHTESS
Casting Time: 1 action
Range: 100 yards
Components: C
Duration: 5 rounds
The caster has become a master of the Arrow of Lightess spell. They may not only shoot powerful bolts of light, they may also create rope lines of solid light and even light bridges (wide enough for one person at a time). The bolts of light do 1d10+5+caster’s level in burning damage, while the rope and bridge do no damage. This master spell can also blind large groups of targets by being fired up into the air where it explodes or even as a way to light a room or battlefield.

 
MASTER BLADE OF THE LIGHTESS
Casting Time: 1 action
Range: 4 feet
Components: V, C
Duration:  Unlimited (Only works well in the hands of the caster)
The caster has mastered the Blade of Lightess. They now may wield the blade with no worry about time restrictions. All the caster need do is hold out the handle and say the words, summoning the blade of light instantaneously. The blade of light now does 1d12+5+caster’s level in burning damage.

 
4th LEVEL SPELLS

BEACON OF LIGHT
Casting Time: 2 actions
Range:  10 miles
Components: V, S
Duration: 10 minutes
By making a fist and punching towards the sky while speaking the words, a caster may fire a brilliant ball of pure white light into the sky. Once high enough, the sphere will pulse like a lighthouse beacon. Any follower of the Lightess within range will instantly head for the beacon unless otherwise occupied. This spell was designed to offer backup to followers of the Lightess in times of need. The DM rolls 1d20 to see how many followers arrive to help. Any backup that arrives will be level 4 or less.

 
LIGHT OF HOME
Casting Time: 4 actions
Range:  100 Miles
Components: V
Duration: Instant
Just like Lightess Escape, this spell consumes the caster in a brilliant white light, but instead of appearing a mile away from a dungeon, this spell is used to teleport up to five people back to the nearest church or temple of the Lightess. Light of Home ONLY works outside and not when inside a structure.

 
PHANTOMS OF THE LIGHTESS
Casting Time: 3 actions
Range:  20 feet
Components: V
Duration: 2 rounds
Sometimes backup just isn’t going to come, so what better way to get help than to create it. The caster may summon 1 light phantom per caster level. This phantom is made of pure white light. It has 15 Hit Points, 15 Armor Class and causes 1d10 burning damage to anything it touches. The phantom can be whatever form the caster wishes, but it hovers above the ground no matter the form.

 
SUNRISE OF THE LIGHTESS
Casting Time: 3 actions
Range:  1 mile
Components: V
Duration: 10 minutes
Through intense prayer, the caster may summon a false sun of pure white light that illuminates everything within a mile. While it may be an illusion, the sun appears real and will cause creatures fearful of sunlight to flee. The light does no damage, but it can disperse clouds, fog, mist and even smoke. One of the best spells to have when on ship during foggy conditions.

 
WRATH BEAM OF THE LIGHTESS
Casting Time: 1 action
Range: 100 yards
Components: V, C
Duration: Instant
When it comes to the power of the Lightess, nothing says wrath like a glowing staff and a beam of light that carves through advancing troops. With a mighty staff, a devotee of the Lightess can cast this powerful spell that does 30 burning damage outright to up to five targets (standing side by side or in a row) at once! The beam generates from the wielder’s staff which emits a super bright white light beam. If the staff is made of wood it will instantly turn to ash once the spell is finished doing damage. A metal staff may last two spell castings before melting. Only magical staffs can withstand the power of this spell for multiple castings. It is possible to cast this spell with a wand, but the caster takes 10 points of burning damage to the hand holding the wand. But as they say “Desperate times bring desperate measures”.

 
5th LEVEL

AVATAR OF THE LIGHTESS
Casting Time: 2 actions
Range:  30 feet
Components: V
Duration: 5 rounds
Similar to the Phantom of the Lightess spell, the caster instead summons forth a ten foot tall figure, glowing bright white and pulsing with energy. The figure may be male or female depending on the caster. This avatar has 40 Hit Points, 20 Armor Class and causes 2d10 burning damage to anything it touches. As it walks across a surface, the avatar will leave burn marks, scorching wood and melting metal.

 
HOLY LIGHTESS DOME
Casting Time: 3 actions
Range: 20 feet in diameter
Components: V
Duration: 5 minutes
When things are looking terrifying and the party needs to regroup, the Holy Lightess Dome is the thing to hide under. By calling to the Lightess for help, a glowing white dome will materialize over the party with the caster at the center. While the dome is active no incoming attacks may penetrate, nor can spells. Even dropping a castle on the dome will do nothing. Keep in mind what a dome is, for that is its weakness.

 

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