Corpse Lanterns

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


Casting Time 1 standard action
Components V, S


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


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.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Pathfinder Society Field Guide. © 2011, Paizo Publishing, LLC. Authors: Erik Mona, Mark Moreland, Russ Taylor, and Larry Wilhelm.

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