Difference between revisions of "Darkness, 15 ft. radius (spell)"
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− | 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. | + | 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|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 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. | 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. |
Revision as of 19:48, 30 July 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 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 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 spell light will dispel darkness, unless a 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 darkness (shooting blind) 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-to-hand weapon is –4 to hit, if the target is in an adjacent hex.
If cast upon a creature, the darkness will move as the creature moves. Darkness cannot be used to blind opponents.