Difference between revisions of "Darkness, 15 ft. radius (spell)"
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− | + | {| class="wikitable" | |
+ | |- | ||
+ | | 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 Level Spells|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|Cleric 1st Level (spells)]] | ||
+ | |||
+ | [[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.