Normally, I'd just use a Blitz 3D Spotlight, but my level is lit using a gile[s] lightmap, so it won't work. I think it has something to do with Blitz only supporting 2 sets of UV coords.
The blitz lights works by lighting the vertices of the mesh, so it can't be the textures, unless there very dark areas of the lightmap. If the area around the light is flat, you could fake the lighting using a white mesh and using an entityblend mode.