DmRrostarr
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| 2 people marked this as FAQ candidate. |
Will a darkness cancel out an everburning torch and vice versa?
I would think that it would but part of me is holding back on saying yes, maybe cause its a permanent magic item...i dont know.
Both are level two, and both mention that "x" spell of same or higher level negates each other....
Any thoughts?
| harmor |
It depends who made the torch.
Darkness, the spell, is 2nd level. To make an Everburning Torch you'll use the spell Continual Flame, which is 2nd level for sorcerer/wizard, but 3rd level for cleric.
So if it was created by a 3rd level cleric then no, the Darkness spell would not overpower it. Otherwise, it would counter.
Light spells counter and dispel darkness spells of an equal or lower level.
Now you're thinking...the Everburning torch I just bought from Ye Ol' Magic Shoppe...was it made by a cleric. Nope, by definition of items created you always assume the lowest level caster creates it. So unless you specifically had it made by a 3rd level Cleric, some fledgling Wizard made it to pay his wizard school books.
Mosaic
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While they are both functioning in the same area, they will negate eachother and the normal light conditions for that area will apply.
You sure about that?
From the PRD:
Everburning Torch: This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.
And continual flame is a cleric 3/wizard 2 spell.
Darkness says:
Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. ... Darkness can be used to counter or dispel any light spell of equal or lower spell level.
Darkness is a cleric 2/wizard 2 spell. Seems like the rules say tie goes to darkness/. (I guess you could make the case that if your Everburning Torch was created by a cleric, it would burn through darkness, but that'd REALLY complicate things. Adventurers would only buy divine Everburning Torches, and they'd have to be a bit more expensive.)
EDIT: Same thing with Sunrods. The description says "darkness becomes dim light," but that's normal darkness, not darkness. AFAIK, the best defense against darkness is daylight or darkvision, both of which are cleric 3/wizard 3.
Laughing Goblin
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Darkness is a cleric 2/wizard 2 spell. Seems like the rules say tie goes to darkness/. (I guess you could make the case that if your Everburning Torch was created by a cleric, it would burn through darkness, but that'd REALLY complicate things. Adventurers would only buy divine Everburning Torches, and they'd have to be a bit more expensive.)
EDIT: Same thing with Sunrods. The description says "darkness becomes dim light," but that's normal darkness, not darkness. AFAIK, the best defense against darkness is daylight or darkvision, both of which are cleric 3/wizard 3.
I spoke about this in another thread. It's not that Darkness wins the "tie", but rather that the Darkness and Continual Flame (if cast as a 2nd level spell) cancel each other out. Thus the default lighting conditions in the area would return.
In most cases, the chain of events is like this:
It's dark
You take out your Everburning Torch -> It's light
Someone casts Darkness -> It's dark again, not because of the darkness, but because the torch is suppressed.
Allow me another chain of events to help illustrate this further:
It's noon on a sunny day, you're outside -> It's light
Someone casts Darkness -> It's dark
You pull out your Everburning Torch -> It's light again, but the light doesn't come from the torch, it comes from the sunny day.
Clear as mud?