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

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{| class="wikitable"
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|-
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| Range|| 10 ft. per level
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| Duration || 10 +1 round per level
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| Area of Effect|| 15 ft. radius globe
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| Casting Time|| 1 round
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| Saving Throw|| none
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| Level|| [[Cleric 2nd Level Spells|cleric (2nd)]]
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|}
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Causes impenetrable darkness to encircle a given point, as designated by the caster within the spell range.
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The spell will eliminate infravision also — but ultravision is unaffected. The darkness within the spell does not bleed; the cut off between darkness and light is sharp and complete.
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Light will dispel darkness unless a save vs. magic is made by the caster. Darkness will always dispel light. Where either are dispelled, both spells are considered negated.
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Shooting into or through the darkness incurs a –8 ‘to hit’ penalty, as does any weapon attack made by any creature inside the darkness. Persons outside the darkness attacking into it with a hand held weapon is –4 ‘to hit’ if the target is in an adjacent hex.
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If cast upon a creature, darkness will move as the creature moves. Darkness cannot be used to blind opponents.
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See [[Cleric 1st Level Spells|Cleric 1st Level (spells)]]
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[[Category:Clerical Spells]]

Revision as of 15:25, 11 February 2020

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)

Causes impenetrable darkness to encircle a given point, as designated by the caster within the spell range.

The spell will eliminate infravision also — but ultravision is unaffected. The darkness within the spell does not bleed; the cut off between darkness and light is sharp and complete.

Light will dispel darkness unless a save vs. magic is made by the caster. Darkness will always dispel light. Where either are dispelled, both spells are considered negated.

Shooting into or through the darkness incurs a –8 ‘to hit’ penalty, as does any weapon attack made by any creature inside the darkness. Persons outside the darkness attacking into it with a hand held weapon is –4 ‘to hit’ if the target is in an adjacent hex.

If cast upon a creature, darkness will move as the creature moves. Darkness cannot be used to blind opponents.

See Cleric 1st Level (spells)