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

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[[File:Darkness, 15' Radius.jpg|thumb|520px|]]
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[[File:Darkness (spell).jpg|right|525px|thumb]]
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'''Darkness''' causes an impenetrable to appear where desired by the caster.  Within this area, all light is obliterated, so that within the inky blackness an observer can see nothing at all.  The spell affects [[Infravision|infravision]], but those possessing [[Ultravision (spell)|ultravision]] are able to see normally.
  
{| class="wikitable"
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{{Spelltable
|-
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| name = Darkness, 15 ft. radius
| Range|| 10 ft. per level
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| range = 10 ft. per [[Experience Level|level]]
|-
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| duration = 10 +1 [[Combat Round|round]] per level
| 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
| Area of Effect|| 15 ft. radius globe
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| save = none
|-
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| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
| Casting Time|| 1 round
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}}
|-
 
| 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.
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The dividing line between darkness inside the spell's effect and the ambient light without is absolute — so that characters standing with half their face inside the darkness would be utterly blind in one eye, while perfectly able to see with the other.  A [[Light (spell)|light]] will dispel the darkness, unless a [[Saving Throws|save vs. magic]] is made by the darkness's caster.  Darkness, on the other hand, will always dispel a light spell.  When either spell is broken by the other, both spells cease to be in effect.
  
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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Shooting into or through the created darkness gives a –8 penalty [[Roll to Hit|to hit]]. Swinging a weapon around in the darkness also gives a -8 penalty; with the wielder not knowing whether friend or foe is the target.  Those outside the darkness, attacking into it with a [[Weapons List|hand-to-hand weapon]], are only –4 to hit — but the target must be in an adjacent hex.
  
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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Once cast in place, the darkness area of effect cannot be moved or adjusted.
  
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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[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
 
 
If cast upon a creature, darkness will move as the creature moves. Darkness cannot be used to blind opponents.
 
 
 
[[Category:Clerical Spells]]
 

Latest revision as of 21:17, 8 December 2021

Darkness (spell).jpg

Darkness causes an impenetrable to appear where desired by the caster. Within this area, all light is obliterated, so that within the inky blackness an observer can see nothing at all. The spell affects infravision, but those possessing ultravision are able to see normally.

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)

The dividing line between darkness inside the spell's effect and the ambient light without is absolute — so that characters standing with half their face inside the darkness would be utterly blind in one eye, while perfectly able to see with the other. A light will dispel the darkness, unless a save vs. magic is made by the darkness's caster. Darkness, on the other hand, will always dispel a light spell. When either spell is broken by the other, both spells cease to be in effect.

Shooting into or through the created darkness gives a –8 penalty to hit. Swinging a weapon around in the darkness also gives a -8 penalty; with the wielder not knowing whether friend or foe is the target. Those outside the darkness, attacking into it with a hand-to-hand weapon, are only –4 to hit — but the target must be in an adjacent hex.

Once cast in place, the darkness area of effect cannot be moved or adjusted.