Difference between revisions of "Darkness, 15 ft. radius (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Darkness, 15' Radius.jpg|thumb|400px|]]
+
[[File:Darkness (spell).jpg|right|525px|thumb]]
 +
'''Darkness''' causes an impenetrable to appear where desired by the caster.  Within this area, all light is obliterated, so that within the inky blackness an observer can see nothing at all.  The spell affects [[Infravision|infravision]], but those possessing [[Ultravision (spell)|ultravision]] are able to see normally.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Darkness, 15 ft. radius
 
| name = Darkness, 15 ft. radius
| range = 10 ft. per level
+
| range = 10 ft. per [[Experience Level|level]]
| duration = 10 +1 round per level
+
| duration = 10 +1 [[Combat Round|round]] per level
 
| area of effect = 15 ft. radius globe
 
| area of effect = 15 ft. radius globe
 
| casting time = 1 round
 
| casting time = 1 round
Line 11: Line 12:
 
}}
 
}}
  
Causes an impenetrable darkness to emanate from a given point, as designated by the caster within the spell range.  All light then disappears, producing an inky blackness in which one's hand cannot be seen before one's faceThis elimination includes [[Infravision|infravision]] as well, but [[Ultravision (spell)|ultravision]] is unaffected. The division between darkness caused by the spell and the light without is sharp, so that moving into the blackness produces a stark change.
+
The dividing line between darkness inside the spell's effect and the ambient light without is absolute — so that characters standing with half their face inside the darkness would be utterly blind in one eye, while perfectly able to see with the otherA [[Light (spell)|light]] will dispel the darkness, unless a [[Saving Throws|save vs. magic]] is made by the darkness's caster.  Darkness, on the other hand, will always dispel a light spell.  When either spell is broken by the other, both spells cease to be in effect.
  
The spell [[Light (spell)|light]] will dispel darkness, unless a [[Saving Throws|save vs. magic]] is made by the spell's caster. Darkness, however, will always dispel light.  When either spell is dispelled, both are considered negated.
+
Shooting into or through the created darkness gives a –8 penalty [[Roll to Hit|to hit]].  Swinging a weapon around in the darkness also gives a -8 penalty; with the wielder not knowing whether friend or foe is the target.  Those outside the darkness, attacking into it with a [[Weapons List|hand-to-hand weapon]], are only –4 to hit — but the target must be in an adjacent hex.
  
Shooting into or through darkness (shooting blind) incurs a –8 [[Roll to Hit|to hit]] penalty, as does any weapon attack, made by any creature, inside the darkness. Persons outside the darkness, attacking into it with a [[Weapons List|hand-to-hand weapon]] is –4 to hit, if the target is in an adjacent hex.
+
Once cast in place, the darkness area of effect cannot be moved or adjusted.
  
If cast upon a creature, the darkness will move as the creature moves. Darkness cannot be used to blind opponents.
+
[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
<br>
 

Latest revision as of 21:17, 8 December 2021

Darkness (spell).jpg

Darkness causes an impenetrable to appear where desired by the caster. Within this area, all light is obliterated, so that within the inky blackness an observer can see nothing at all. The spell affects infravision, but those possessing ultravision are able to see normally.

Darkness, 15 ft. radius
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)

The dividing line between darkness inside the spell's effect and the ambient light without is absolute — so that characters standing with half their face inside the darkness would be utterly blind in one eye, while perfectly able to see with the other. A light will dispel the darkness, unless a save vs. magic is made by the darkness's caster. Darkness, on the other hand, will always dispel a light spell. When either spell is broken by the other, both spells cease to be in effect.

Shooting into or through the created darkness gives a –8 penalty to hit. Swinging a weapon around in the darkness also gives a -8 penalty; with the wielder not knowing whether friend or foe is the target. Those outside the darkness, attacking into it with a hand-to-hand weapon, are only –4 to hit — but the target must be in an adjacent hex.

Once cast in place, the darkness area of effect cannot be moved or adjusted.