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.