Evocation [Darkness]
Level: Varies, see table
Components: V, M/DF
Casting time: 1 standard action
Range: Touch
Target: Object touched
Duration: Varies, see table
Saving Throw: None
Spell Resistance: No

Spell Level Area affected Duration Notes
Darkness 0 Brd 0, Cle 0, Sor 0, Wiz 0 5-foot radius 1 minute/level (D)
Darkness I Brd 1, Cle 1, Sor 1, Wiz 1 20-foot radius 5 minutes/level (D) 1 (5%)
Darkness II Brd 2, Cle 2, Sor 2, Wiz 2 40-foot radius 10 minutes/level (D) 1 (10%), 2
Darkness III Brd 3, Cle 3, Sor 3, Wiz 3 60-foot radius 20 minutes/level (D) 1 (15%), 2, 3
Darkness IV Brd 4, Cle 4, Sor 4, Wiz 4 80-foot radius 30 minutes/level (D) 1 (20%), 2, 3
Darkness V Brd 5, Cle 5, Sor 5, Wiz 5 100-foot radius 1 hour/level (D) 1 (25%), 2, 3
Darkness VI Brd 6, Cle 6, Sor 6, Wiz 6 150-foot radius 2 hours/level (D) 1 (30%), 2, 3, 4 (1/round)
Darkness VII Cle 7, Sor 7, Wiz 7 200-foot radius 5 hours/level (D) 1 (35%), 2, 3, 4 (1d3/round)
Darkness VIII Cle 8, Sor 8, Wiz 8 300-foot radius 1 day/level (D) 1 (40%), 2, 3, 4 (1d6/round)
Darkness IX Cle 9, Sor 9, Wiz 9 400-foot radius 1 week/level (D) 1 (50%), 2, 3, 4 (1d10/round)

This spell causes an object to radiate a dense darkness in a radial spread (and shadowy dimness beyond for an equal distance) from the point you touch. Normal lights (torches, candles, lanterns and so forth) are incapable of brightening the area, as are light spells of lower level (such as Light). The effect is immobile, but it can be cast on a moveable object.

Darkness cannot penetrate solid objects such as walls, thus a Darkness spell cast on an object in one room will not extend into another room unless a specific means of entry (doorway or window) exists. Similarly, if Darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effects are blocked until the covering is removed. If the containing object was, for example, a shuttered lantern, a cone of darkness could be allowed to escape.

A darkness spell (one with the darkness descriptor) counters and dispels a light spell (one with the light descriptor) of an equal or lower level.

If a darkness spell and light spell overlap (but not to the extent where one or both may be dispelled), the effect of the higher-level spell takes precedence in the area of overlap. If both spells are of equal level, the effects of neither spell are observed, and ambient light conditions operate in the area of overlap.

Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.

1: Creatures within the main radius of darkness gain concealment (indicated miss chance).
2: The darkness affects creatures with low-light vision.
3: The darkness affects creatures with darkvision.
4: Outsiders (fire) and outsiders (light) suffer the indicated damage while they remain within the main radius of the magical darkness.

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