ð Spell Statistics
- School
- Necromancy (Light)
- Level
- Sorcerer/Wizard 2, Witch 2
- Casting Time
- 1 standard action
- Components
- V, S
- Range
- Medium (100 ft. + 10 ft./level)
- Area
- Up to 4 lights, all within a 10-ft.-radius area
- Duration
- 1 minute/level (D)
- Saving Throw
- None
- Spell Resistance
- No
This spell functions as dancing lights, except it summons up to four spheres of light: each of which glows a sickly pale green. These corpse lanterns shed dim light in a 20-foot radius, and do not increase the light level in areas of normal light or bright light. In dim or normal light, the radiance of corpse lanterns provides a strange contrast, giving all creatures in the area a â5 penalty on Stealth checks. In addition, the hue interferes with illusion (pattern) spells, giving all creatures in the illuminated area a +2 bonus on any saving throws against such spells. Unlike dancing lights, you may have more than one corpse lanterns spell active at a time, but you may only move one set in any given round. Moving the corpse lanterns does not require concentration.
This spell can be made permanent with a permanency spell for 5,000 gp.
This spell can be made permanent with a permanency spell for 5,000 gp.
No GM Notes have been added for this spell yet.
Source: New Spells 2025-03-26 (1).docx
Eric Vaubel Pathfinder Spell Archive âĒ Pathfinder 1e custom spells
ð Source
This spell was imported from New Spells 2025-03-26 (1).docx.