Casting Time: 1 action
Range: 60 ft (60 ft
)
Components: V, S
Duration: 1 hour
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Verbal Component:
Orbus Lucem Lucida
Verbal Component (Alternative):
I call forth a most radiant sprite; shine forth and glow, let us bask in the light.
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
Domain: Light
Source: Player's Handbook [5th Edition] (page 230)
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Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
Can you cast daylight with a higher-level slot to end a spell of 4th level or higher that creates darkness?
According to the official Sage Advice Compendium:
No. The darkness spell can dispel only a light-creating spell of 2nd level or lower, no matter what spell slot is used for darkness. Similarly, the daylight spell can dispel only a darkness-creating spell of 3rd level or lower, regardless of the spell slot used.
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).