Casting Time 1 standard action
Components V, S, M (a quartz lens backed with silver worth 50 gp)
Effect one 5-ft. square per level
Duration 1 day/level or until discharged
Saving Throw Reflex negates; Spell Resistance no
The types of creatures affected must be set when the spell is cast; choose any of the standard monster types (aberration, humanoid, dragon, etc.) or subtypes (fire, law, incorporeal), plus one additional type or subtype per four caster levels. Only creatures of the chosen type trigger the spell.
Creatures with the shadow or dark subtype must make a Will save to cross through the warded square, even after the spell has been triggered. When the appropriate creature type or subtype enters a square where the spell is present, the light warding releases a burst of pure light. Creatures in any affected squares must make an immediate Reflex save or be blinded for 1d4 hrs. The DC of this save increases by 2 for every 60 ft. of darkvision that the target has and by 1 for creatures with low-light vision.
Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.