Darkness, 15 ft. radius (spell)
Darkness, 15 ft. radius is a spell that summons an impenetrable blackness at a location of the caster's choosing. Within this absolute void, all light is obliterated, rendering those inside completely blind. The effect negates all natural and magical sources of illumination, including torches, lanterns and magical light.
Range | 10 ft. per level |
Duration | 10 +1 round per level |
Area of Effect | 15 ft. radius globe |
Casting Time | 1 round |
Saving Throw | none |
Level | cleric (2nd) |
Contents
Even those with Infravision cannot perceive heat signatures within the area, as the spell extinguishes all forms of vision dependent on ambient light or infrared detection. However, those possessing ultravision are unaffected and can see normally through the darkness.
The border between the darkness and the surrounding light is abrupt and absolute. A creature standing partially within the spell's area would experience total blindness in one eye, while the other eye remains fully functional in the ambient light beyond the effect. This stark division can be disorienting for those caught at the edge, especially during movement or combat.
A light spell can dispel the darkness, unless the caster of darkness succeeds in a save vs. magic. However, the darkness spell always negates a light spell, causing both dweomers to cancel each other entirely, leaving neither in effect.
Combat
Fighting within the darkness is severely hindered. A creature attempting to fire missiles into or through the darkness suffers a -8 penalty to hit, as they have no way of gauging their target's position. Melee combat within the blackness is equally impaired; swinging a weapon blindly incurs the same -8 penalty, with the wielder having no means of distinguishing friend from foe. Creatures standing outside the darkness but attacking into it with hand-to-hand weapons suffer only a -4 penalty, though the target must be adjacent, as striking into the void at a distance is impossible without sight.
Once cast, the darkness remains fixed in place, maintaining its 15-foot radius without shifting or adjusting. The caster cannot move or manipulate the effect once it is established, making placement a crucial factor in how the spell is used tactically.