darkness spell


Rules Questions


in the darkness description it says :
Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness.

does that mean that : if your in a cave (no sunlight) and there some torch on the wall , if you cast darkness you will get total darkness since the torch wont be able to increase the light level , and that the *normal* light level without the torch would be total darkness ?


dot


Erethrin wrote:

in the darkness description it says :

Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness.

does that mean that : if your in a cave (no sunlight) and there some torch on the wall , if you cast darkness you will get total darkness since the torch wont be able to increase the light level , and that the *normal* light level without the torch would be total darkness ?

Yes it would negate the effect of the torch, but not extinguish it.

For the duration of the spell or unless the object with darkness becomes covered.


Any good ways for PCs to overcome this magical darkness, such as when fighting a dark creeper?

Grand Lodge

Sardaukar wrote:
Any good ways for PCs to overcome this magical darkness, such as when fighting a dark creeper?

Daylight spells cast or crafted as magic items by clerics (and thus 3rd level spells) cancel out deeper darkness where they overlap, or dispel it if cast directly on the origin point. In theory, a clerical oil of daylight might be a good item to carry in case of a surprise meeting with a dark creeper, though I haven't tried it in practice.


I believe if I read the rules & spell correctly....dark vision beats the darkness spell as well. unless they fixed that in an errata.

Grand Lodge

Warren Specter wrote:
I believe if I read the rules & spell correctly....dark vision beats the darkness spell as well. unless they fixed that in an errata.

That's correct, a creature with darkvision can see even if darkness reduces the area to total darkness, but not in deeper darkness, which dark stalkers use.


so all the tricks drow used in all the D&D novels of casting darkness against there opponents does not work with in the rules, dwarves & half orc can see right through it. As do any other creature that livers in the underdark.

can someone explain that one to me.

Grand Lodge

Pathfinder is not D&D 3.5, the spell work differently.


then why did pathfinder cut and paste the drow, and not change there spell like abilities to reflect the change in how the spell works in pathfinder.

Grand Lodge

Drow have different history and flavor in Pathfinder.


Yes....but they have the same abilities and special abilities, and spell like abilities. Whit the ability to cast darkness as a major part of their combat tricks(with in 3.5), why did pathfinder not change that when they changed how the darkness spell works?


Warren Specter wrote:
Yes....but they have the same abilities and special abilities, and spell like abilities. Whit the ability to cast darkness as a major part of their combat tricks(with in 3.5), why did pathfinder not change that when they changed how the darkness spell works?

Probably because the reason they changed the darkness spell(or at least one of them I think), is because as written, may creatures with the darkness spell like ability who use it in their own tactics couldn't see though their own darkness and had no particular affinity for blind fighting. So the tactic seemed kind of goofy, now maybe they could have simply change it to read a Drow, Teifling, etc can see through its own darkness, but then people would be probably be going, "Why does their darkness work differently then the spell when its a SLA? BLAAAAH!". Now making their darkness different and having only them being able to see through it might be a good house rule to reconcile a 3.5 or earlier based expectation of how Drow work with the pathfinder version if it really bugs people so much.


Well as I look through the 3.5 stuff the one thing i notice is that the 3.5 version clarifies that creatures with darkvision still suffer the miss chance imposed by the spell. Where that tidbit is missing from the pathfinder core rules book version of the spell. It could be that I'm wrong as I am working from a first print of the core rules book. So if I am please let me know.

Grand Lodge

The darkness spell has no effect upon creatures with darkvision. If you are looking to have things work like 3.5, then you need to create houserules. There is no Drizzt in Pathfinder. Elves are from space, Ogres are rapists, and goblins are hilariously awesome.


Not looking for Drizzt......I'm looking for a reason that an ability that was key to the drow being such a problematic foe in every other version of the game was so drastically changed for pathfinder. Because as it stands now their ability and a teiflings ability to cast darkness seems point less. As it no longer work against I dare say 90% of any of the things in the Bestiary's. Now how could such races be so intimidating if the one thing that used to put them near the top of the "food chain" so to speak is no longer relevant. The rules of logic or even evolution would have instilled some sort of change in spell like ability.

And for the person who is going to state i can't use real world logic and evolution in a fantasy game .....I say the worlds are still round, gravity still keeps your characters feet on the ground, and the planets revolve around the sun.

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