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    Quick Answer

    Light is an evocation cantrip for Bards, Clerics, Sorcerers, and Wizards. You touch one object no larger than 10 feet in any dimension, and for 1 hour it sheds bright light in a 20-foot radius and dim light for another 20 feet. It needs no concentration. Covering the object completely blocks the light. Casting it again ends the first one. In the 2014 rules you can also target an object held or worn by a hostile creature, which gets a Dexterity save to avoid it.

    Overview

    Light turns any object into a torch that never needs a free hand, never sets anything on fire, and lasts an hour. The light can be any color you want. Because it has no concentration, it runs alongside your other spells.

    The radius matches a torch: 20 feet bright, 20 more dim. But a torch takes a hand and burns things. Light can go on a shield, a helmet, a spear tip, or a stone you're about to throw into a dark room.

    The spell matters most for parties with members who lack darkvision. A human fighter in an unlit dungeon is effectively blinded beyond the reach of a light source. Any character with darkvision still sees only shades of gray in the dark and treats darkness as dim light, which gives disadvantage on sight-based Wisdom (Perception) checks. Bright light removes both problems inside its radius.

    The 2014 version adds a combat trick: you can light up an object an enemy is holding or wearing. A creature carrying a glowing shield stands in its own bright light wherever it goes.

    Stat Block

    PropertyValue
    LevelCantrip
    SchoolEvocation
    Casting Time1 action
    RangeTouch
    ComponentsV, M
    MaterialA firefly or phosphorescent moss.
    Duration1 hour
    ConcentrationNo
    RitualNo
    Save/AttackDEX (only for an object held or worn by a hostile creature)
    ClassesBard, Cleric, Sorcerer, Wizard

    When NOT to Use This

    • •You're trying to sneak. Bright light 20 feet around you lets anything that can see the light see you.
    • •Every party member has darkvision and you're scouting. Darkness costs them color and imposes disadvantage on sight-based Perception, but a glowing object announces where you are.
    • •An enemy caster has Darkness ready. Darkness dispels Light where their areas overlap.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyNo slot. Cast it as often as you like.
    Action EconomyOne action, then an hour of light with no upkeep.
    Opportunity CostA cantrip known. Bards start with only two, so it competes with damage and utility picks.

    When worth taking: Any campaign with dungeons, caves, or night travel, especially with party members who lack darkvision.

    When NOT worth taking: A city campaign, or a party that already has Dancing Lights or Continual Flame covered.

    Pro Tips

    Tip #1: Put it on something you can cover.

    Why it works: Covering the object with something opaque blocks the light. A lit coin in a pouch or a lit pebble in a lidded tin becomes a light you can switch off and on without recasting.

    This avoids the mistake of: Recasting the spell (and spending an action) every time you need darkness for a moment.

    Tip #2: Light the front-liner's shield.

    Why it works: The person standing at the front needs to see what's coming. A glowing shield throws 20 feet of bright light ahead of the party, and the fighter still has a hand for a weapon.

    This avoids the mistake of: Having a fighter drop a torch every time combat starts.

    Tip #3: Throw a lit object into a dark room.

    Why it works: Light an arrow, a rock, or a coin and toss it ahead. You see the room before anyone walks into it, and anything waiting there stands in bright light.

    This avoids the mistake of: Walking the lit character into an ambush as the first thing the enemy sees.

    Common Mistakes to Avoid

    Treating it as sunlight

    Why it's bad: Sunlight Sensitivity and Sunlight Weakness trigger only in sunlight. A kobold standing in your Light spell doesn't get disadvantage, and a shadow doesn't lose anything to Sunlight Weakness.

    Do this instead: Use Light for vision. If you need sunlight, the 2024 Daylight spell creates it. The 2014 Daylight creates bright light but doesn't call it sunlight.

    Forgetting that Darkness dispels it

    Why it's bad: If a Darkness spell's area overlaps light created by a spell of 2nd level or lower, that light spell is dispelled. Your Light is a cantrip, so it loses.

    Do this instead: Carry a mundane torch as a backup, or prepare Daylight, which dispels Darkness of 3rd level or lower.

    Casting it on an enemy for damage

    Why it's bad: Light deals no damage and imposes no penalty on the target. It only makes the target visible.

    Do this instead: Use it against hiding enemies in the dark, then attack with something else.

    Usage Tips

    • •Worked example (2014): A 1st-level wizard with 16 Intelligence has a spell save DC of 13 (8 + 2 proficiency + 3 Intelligence). A goblin (Dexterity save +2) lurking in a dark tunnel with a shield needs an 11 or higher, so it fails 50% of the time. On a failure, its shield glows for an hour, and your party members without darkvision can see it.
    • •Against a shadow: A shadow can use Shadow Stealth, a bonus-action Hide, only while it's in dim light or darkness. That's true in both editions. Within 20 feet of the lit object it's in bright light and loses the trait.
    • •Hiding: In the 2014 rules you can't hide from a creature that can see you clearly. In the 2024 rules, Hide needs Heavy Obscurement or three-quarters or total cover. Bright light removes the darkness option, but a creature can still hide behind a pillar.
    • •Read the full condition rules in the blinded condition guide for how darkness affects sight.
    • •Related guides: Dancing Lights, Continual Flame, Darkness, and Darkvision. Browse the full spell guide index.

    Rules Notes

    • •You touch one object no larger than 10 feet in any dimension.
    • •The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    • •The light can be any color.
    • •Completely covering the object with something opaque blocks the light.
    • •The spell ends after 1 hour, if you cast it again, or if you dismiss it as an action.
    • •If the object is held or worn by a hostile creature, it makes a Dexterity save to avoid the spell. A non-hostile creature's gear needs no save.
    • •Dim light is lightly obscured. Creatures in it are harder to see, giving disadvantage on Wisdom (Perception) checks that rely on sight.

    Synergies

    • •Darkvision allies: Darkvision lets a creature see in dim light as if it were bright light. Anywhere within 40 feet of the object (and within their darkvision range), those allies see without the Perception penalty.
    • •Faerie Fire: Light lets you see a creature; Faerie Fire gives advantage on attacks against it and stops it from benefiting from being invisible. Use Light first to find it.
    • •Thrown objects: A lit dagger (thrown range 20/60) or sling stone becomes a scouting tool you can send ahead of the party.

    Anti-Patterns

    • •Lighting the scout's armor before an infiltration.
    • •Lighting an object the enemy can grab and cover.

    Tactical Modules

    • •Dungeon formation: One light on the lead fighter's shield, one on the rear guard. Middle characters keep their hands free.
    • •Ambush flare: Throw a lit stone into an unexplored room before anyone enters.
    • •Mark the target (2014): Light a hostile creature's shield or armor so the archers can see it in a dark cavern.

    Countermeasures

    • •Threat: An enemy casts Darkness over the party. Response: Move out of the area. Fallback: Cast Light again on a different object outside the Darkness, or use Daylight.
    • •Threat: An enemy covers or smothers the lit object. Response: Recast on another object. Fallback: Light a mundane torch.

    Light in the 2024 Rules

    The 2024 Player's Handbook keeps Light as an evocation cantrip for Bards, Clerics, Sorcerers, and Wizards. It's still touch range, V and M components, 1 hour, no concentration, 20 feet of bright light and 20 feet of dim light, any color you like.

    Three changes. First, you can no longer target an object worn or carried by someone else, so the hostile-creature version with a Dexterity save is gone. Second, the size limit is now "Large or smaller" instead of "no larger than 10 feet in any dimension." Third, the spell no longer mentions dismissing it as an action. It ends if you cast it again or after 1 hour, and covering the object (the text drops "completely") blocks the light.

    The 2024 Darkness spell still dispels Light: if Darkness overlaps an area of Bright Light or Dim Light created by a spell of level 2 or lower, that spell is dispelled.

    Frequently Asked Questions

    How far does the Light cantrip reach in 5e?

    The object sheds bright light in a 20-foot radius and dim light for another 20 feet beyond that, so 40 feet in total. That matches a torch.

    Does the Light cantrip require concentration in 5e?

    No. It lasts 1 hour with no concentration, so you can keep it up while concentrating on another spell like Bless or Hold Person.

    Can you cast Light on a creature in 5e?

    No. It targets an object. In the 2014 rules you can target an object a hostile creature is holding or wearing, such as its shield; the creature makes a Dexterity save to avoid the spell. In the 2024 rules you can't target an object worn or carried by someone else.

    Can you have more than one Light spell active in 5e?

    Not from the same caster. Casting Light again ends the previous one. Two different casters can each keep one active.

    Does the Light cantrip count as sunlight in 5e?

    No. Light is magical light, not sunlight. Creatures with Sunlight Sensitivity or Sunlight Weakness, like kobolds, shadows, and the 2014 drow, aren't affected by it.

    Does Darkness cancel the Light cantrip in 5e?

    Yes. If any part of a Darkness spell overlaps the area lit by a spell of 2nd level or lower, that light spell is dispelled. Light is a cantrip, so Darkness dispels it in both editions.

    Can you turn the Light cantrip off in 5e?

    Cover the object completely with something opaque, like a pouch or a cloak, and the light is blocked. In the 2014 rules you can also dismiss it as an action. The 2024 text drops the dismiss line, so cover it or cast the spell again on something else.

    Is the Light cantrip worth taking in 5e?

    Yes, if party members lack darkvision and your campaign goes underground or travels at night. It frees a hand, lasts an hour, and costs nothing. If someone already has Dancing Lights, a damage cantrip may serve you better.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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