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

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[[File:Darkness, 15' Radius.jpg|thumb|400px|]]
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[[File:Darkness 15 ft. (spell).jpg|right|525px|thumb]]
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'''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.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Darkness, 15 ft. radius
 
| name = Darkness, 15 ft. radius
| range = 10 ft. per level
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| range = 10 ft. per [[Experience Level|level]]
| duration = 10 +1 round per level
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| 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
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| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
}}
 
}}
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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 (spell)|ultravision]] are unaffected and can see normally through the darkness.
  
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 face.  This elimination includes [[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.
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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.
  
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.
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A [[Light (spell)|light]] spell can dispel the darkness, unless the caster of darkness succeeds in a [[Saving Throws|save vs. magic]]. However, the darkness spell always negates a light spell, causing both dweomers to cancel each other entirely, leaving neither in effect.
  
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.
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== Combat ==
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Fighting within the darkness is severely hindered. A creature attempting to fire missiles into or through the darkness suffers a -8 penalty [[Roll to Hit|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.
  
If cast upon a creature, the darkness will move as the creature moves. Darkness cannot be used to blind opponents.
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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.
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 21:01, 22 February 2025

Darkness 15 ft. (spell).jpg

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.

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)

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.