Glow Sphere
Check: COU/SGC/CHA
Effect: The spell creates a small, floating ball of light. You must declare in advance whether the light will remain stationary or follow you around. You also must choose the light’s color. The light’s brightness depends on QL. You can reduce the brightness, but only by one level. The light’s radius varies depending on its brightness.
QL 1: The light is as bright as a candle.
QL 2: The light is as bright as a torch.
QL 3: The light is as bright as a campfire.
QL 4: The light is bright enough to illuminate a 15'x15' room.
QL 5: The light is bright enough to illuminate a large hall.
QL 6: The light is blindingly bright. People find it almost impossible to look at directly.
Casting Time: 1 Action
AE Cost: 2 AE (casting) + 1 AE per hour
Range: 8 yards
Duration: Sustained
Target Category: Zone
Property: Elemental
Traditions: General
Improvement Cost: A
Publication: Core Rules page 291