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0Corpse Lanterns00light-1-1-11 standard action0V, S0no0-10up to 4 lights, all within a 10-ft.-radius area-1000sorcerer/wizard 2, witch 2Pathfinder Society Field Guide0010-1-10000-1This 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 -5 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. Corpse lanterns can be made permanent on an area with a permanency spell by a caster of at least 11th level for the cost of 7,500 gp.00001 minute/level (D)-10-1medium (100 ft. + 10 ft./level)

Corpse Lanterns

School necromancy [light]; Level sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect up to 4 lights, all within a 10-ft.-radius area
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

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 -5 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.

Corpse lanterns can be made permanent on an area with a permanency spell by a caster of at least 11th level for the cost of 7,500 gp.

NULL-101202-1-1necromancy-100-1-10-100-1221-1-1-1NULLnone0-101

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 -5 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.

Corpse lanterns can be made permanent on an area with a permanency spell by a caster of at least 11th level for the cost of 7,500 gp.

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