Unhallow and Deeper Darkness = AoE Blind without save?


Rules Questions


http://www.d20pfsrd.com/magic/all-spells/u/unhallow

http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness

So my party is about to encounter a cult of Norgorber and raid their temple. I'm trying to plan something nasty and memorable for the final encounter, and came across the unhallow spell, which allows you to key another spell to it that only affects people of a different faith. I'm thinking of using the deeper darkness spell, but I'm not sure if this should work the way I think it will.

The final chamber will be lighted only with candles, meaning it will be low-light naturally, and deeper darkness will reduce it to magical darkness...but for whom? Will the deeper darkness only affect the PCs, whilst the cult's members ignore the effects of the deeper darkness?


From what i can gather from reading the spells themselves, it would appear that the lighting would be as follows.

Cult Members: Low-Light. (perhaps use a cult of a single race that all have Low-Light vision to further benefit from this lighting situation)

PCs of a different faith: Magical Darkness. possibly countered by a heightened Continual Flame torch or a Daylight spell.

so long story short, yes it works as you believed it would.


Deeper Darkness works exactly like that. Welcome to the lighting war.

For real fun: try the Dark Stalker when you want a lighting war.

A wand of Daylight can be highly valuable in such a case.

- Gauss


Due to multiclassing, the party's highest level spellcaster is an 8th level bard, and they do not have access to spells above 4th level. The enemy's high cleric is an elven cleric9/rogue1 who's well-prepared, and will have at least two half-elven/elven cleric3/rogue3 lackeys with him, along with a couple of summoned magaavs.

The plan is for the high cleric to use a scroll of stone shape to seal the entrance to the chamber once the party enters. The unhallow effect will be temporarily blocked by an inverted stone bowl that blocks the line of effect of the unhallow spell's point of origin, but as soon as the stone shape spell is cast, one of the invisible cleric lackeys (trickery domain) will remove the bowl and allow the unhallow effect to cover the entire chamber. From there, it's welcome to sneak-attack-central.

I'm just a little worried though about whether this will be too rude for the PCs to handle. XD


No problem, the bard should have Dispel magic. Level 8 bard can knock out a level 9 cleric spell with a decent roll.

Alternately, give them a one shot magic item of daylight somewhere along the way (Oil of Daylight).

- Gauss


Unfortunately for the group, the bard does not have dispel magic. XD

His 3rd level spells are haste, arcane accompaniment (essentially extra bardic-music rounds) and confusion.

Hmm...as for the oil of daylight, I'm not sure I want to just hand the PCs the solution to the ambush. It kinda defeats the purpose of designing the nasty ambush in the first place. I want a memorable, difficult battle, whilst avoiding a TPK.


Then do not block the doorway. Let them back out of the darkness (DC10 acrobatics to move full speed).

- Gauss


Oh, alternately: If one player can get a cloak over the bowl it will block the darkness. Make a point of describing the source of the darkness before they are blinded.

- Gauss


Gauss wrote:

Oh, alternately: If one player can get a cloak over the bowl it will block the darkness. Make a point of describing the source of the darkness before they are blinded.

- Gauss

Blocking the exit is very much in-keeping with the story, since the hideout is supposed to be secret-it's entirely possible that the group will not know that they're stomping a cult of Norgorber right up till the end. At the same time, the cult suspects that the PCs are coming, and are determined to not let them leave alive.

I've thought of the idea of letting the PCs battle for control over the point of origin of the unhallow emanation though. They will have a few options for blocking it, though they will need to exercise creativity. =)


One note: I would also remove the invisibilty on the lackey. That way itll be more obvious where the darkness is coming from. Since the lackey will be in darkness afterwards anyhow he will be effectively invisible. (Readied action will fix anyone trying to take him out first.)

- Gauss


Hmm...what I want to achieve though is making sure the entire party is in the chamber before the trap is sprung. However, the stone bowl covering the emanation's point of origin will be visible before removal, and the party has pretty good perception, so I will probably have them roll perception to notice the bowl being removed from the pedestal it is on a split second before the entrance is sealed shut and the room is plunged in darkness.


FiddlersGreen wrote:
Hmm...what I want to achieve though is making sure the entire party is in the chamber before the trap is sprung. However, the stone bowl covering the emanation's point of origin will be visible before removal, and the party has pretty good perception, so I will probably have them roll perception to notice the bowl being removed from the pedestal it is on a split second before the entrance is sealed shut and the room is plunged in darkness.

Well the cleric doesn't have line of sight to trap them unless the party can see him from the door sooo that's a problem. Also unless the entire enemy team successfully stealths you should go to initiative before you're allowed to pull off the bowl.

Also I really think this is a bad idea for a fight and would be highly annoying to me as a player but if you think your players would actually enjoy it give it a go.


The entire enemy group would be either invisible or under the high cleric's "master's illusion" domain ability.

I'm curious, however, about how the glitterdust spell would operate under deeper darkness. The party's bard has this spell, and since it is not a light spell, I'm guessing it would not be suppressed by the deeper darkness spell.


They still get a check against invisibility particularly if the minions aren't standing perfectly still for however long it takes the party to get to them. Mind you they'll probably fail but if they have a high enough perception mod they might pull it off.

Hard to say for glitterdust though. I mean the spell definitely goes off and should have the blinding effect as usual it would cancel invis and apply the stealth penalty but since it doesn't effect the lighting the characters are still treated as blind ... so I suppose they still get miss chance.


You can't cast Glitterdust if you are blind.


Fedorchik1536 wrote:
You can't cast Glitterdust if you are blind.

Sure you can you just have to center it on yourself.


Glitterdust is an AoE spell, and you can toss it into an area blindly as long as you have line of effect.

Still wondering about giving the PCs some tools for handling the encounter. Not a high-level light spell to directly counter it, but maybe something that can be used creatively, like a scroll of wall of ice.

Any suggestions?


I don't think Glitterdust produces it's own light, and even if it did, its still light that is being magically suppressed by a superior spell, so I don't think that would work.

How about this for an intersting tactic to give the PCs at their disposal:

Instead of giving them a daylight spell, since they are fighting people that like the darkness, have them find a magical item that casts deeper darkness. The deeper darkness that has been cast along with unhallow is making the party blind, but if another deeper darkness spell that isn't an effect of the unhallow is cast, then EVERYONE is blind.

Edit: also, are you sure it will affect the PCs and none of the cult members? Are any of your PCs atheist? Even if they believe gods exist, if they aren't a member of a faith, then it wouldn't work if that's how unhallow was cast. If unhallow was cast targeting alignment, are all the NPCs exactly the same alignment? If not, some of them might go blind, so I doubt the spell would be cast that way if you're trying to be even slightly "realistic".

Fiddle with this a little, and maybe at least one of your PCs will not be blind while everyone else is and have to save the day.


Everyone would also be blind if the Glitterdust succesfully blinds the enemies... Apart from that I agree. The "light effect" of Glitterdust would be supressed by the Deeper Darkness.


LOL Setzer, that is an interesting option. If nothing else, it would buy them some time to find another solution.


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Also, just thought of something else... stone shape is often thought of as more powerful than it is. What level is the scroll? Assuming it is at the base level, you can only manipulate 19 cubic feet of stone. That isn't as much as it sounds like. If you wanted to leave the "cubes" 1 foot deep, you couldn't even block a normal doorway in a typical home from top to bottom, you'd leave a gap at the top. So, depending on how big your door is, the stone might not be all that wide, allowing for the chance to break through it with a bludgeoning weapon.

Also, since giving them darkvision would just be cheap... how about something more memorable, like giving them arcane sight? Then, in the darkness, they can see where there are beings as colored spheres of light in the darkness (because the "light" is in their mind, magically, not in the actual room). It would still be hard to hit people due to all the overlapping auras, so I'd still say miss chance is in play, but they could discern friend from foe, and at least be given the opportunity to attack squares where they think they are without things being ridiculous. They could also see the aura and spell effect from where the deeper darkness is emanating with it, and it grants detect magic.


FiddlersGreen wrote:

http://www.d20pfsrd.com/magic/all-spells/u/unhallow

http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness

So my party is about to encounter a cult of Norgorber and raid their temple. I'm trying to plan something nasty and memorable for the final encounter, and came across the unhallow spell, which allows you to key another spell to it that only affects people of a different faith. I'm thinking of using the deeper darkness spell, but I'm not sure if this should work the way I think it will.

The final chamber will be lighted only with candles, meaning it will be low-light naturally, and deeper darkness will reduce it to magical darkness...but for whom? Will the deeper darkness only affect the PCs, whilst the cult's members ignore the effects of the deeper darkness?

Based on the PRD:

"Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment."

So, RAW, you cannot tune the unhallow effect so that it "only affects people of a different faith". That is not an option for unhallow. See bolded and italic above. If you wanted to only affect the PCs with the deeper darkness you would have to tune it to a specific faith or alignment that all the PCs share (assuming there is one). Typically unhallow is used to benefit followers of a certain faith or harm everyone. If the party is all good or all lawful or all followers of Pharasma then you should be OK, but if your party is a mix of faiths and alignments you’ll have to choose one that affects most of them.


cibet44 wrote:
FiddlersGreen wrote:

http://www.d20pfsrd.com/magic/all-spells/u/unhallow

http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness

So my party is about to encounter a cult of Norgorber and raid their temple. I'm trying to plan something nasty and memorable for the final encounter, and came across the unhallow spell, which allows you to key another spell to it that only affects people of a different faith. I'm thinking of using the deeper darkness spell, but I'm not sure if this should work the way I think it will.

The final chamber will be lighted only with candles, meaning it will be low-light naturally, and deeper darkness will reduce it to magical darkness...but for whom? Will the deeper darkness only affect the PCs, whilst the cult's members ignore the effects of the deeper darkness?

Based on the PRD:

"Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment."

So, RAW, you cannot tune the unhallow effect so that it "only affects people of a different faith". That is not an option for unhallow. See bolded and italic above. If you wanted to only affect the PCs with the deeper darkness you would have to tune it to a specific faith or alignment that all the PCs share (assuming there is one). Typically unhallow is used to benefit followers of a certain faith or harm everyone. If the party is all good or all lawful or all followers of Pharasma then you should be OK, but if your party is a mix of faiths and alignments you’ll have to choose one that affects most of them.

That, unfortunately, depends on interpretive reading. "another faith or alignment" isn't actually very good wording. You can read this to mean that if they are "of another faith or alignment from yours" or you can try to interpret it the way you are, by requiring it to be "another specific faith or alignment". I think, since it doesn't call out that it is another specific faith or alignment, anyone is well within their rights to rule that it is the former rather than the latter... and I would myself.

Sovereign Court

I don't think this works, because Darkness spells affect light, not people. If the light is magically suppressed, there just isn't any light, for anyone.

If you want to use Unhallow, you need a spell that affects people directly. You could have a Wall of Fire that the believers can pass through without getting burnt, and then have them run around the battlefield being all annoying with it.

Alternatively, you can put Darkvision on the believers and a Darkness spell.


The arcane sight idea is interesting! Since the enemies will be either summoned or buffed, arcane sight would work as an innovative counter. I like it. =)

I also took a second look at stone shape, and decided to just have the high cleric use a scroll of wall of stone instead. Either way, it's a 5th level spell scroll. XD


1 person marked this as FAQ candidate.
setzer9999 wrote:
cibet44 wrote:
FiddlersGreen wrote:

http://www.d20pfsrd.com/magic/all-spells/u/unhallow

http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness

So my party is about to encounter a cult of Norgorber and raid their temple. I'm trying to plan something nasty and memorable for the final encounter, and came across the unhallow spell, which allows you to key another spell to it that only affects people of a different faith. I'm thinking of using the deeper darkness spell, but I'm not sure if this should work the way I think it will.

The final chamber will be lighted only with candles, meaning it will be low-light naturally, and deeper darkness will reduce it to magical darkness...but for whom? Will the deeper darkness only affect the PCs, whilst the cult's members ignore the effects of the deeper darkness?

Based on the PRD:

"Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment."

So, RAW, you cannot tune the unhallow effect so that it "only affects people of a different faith". That is not an option for unhallow. See bolded and italic above. If you wanted to only affect the PCs with the deeper darkness you would have to tune it to a specific faith or alignment that all the PCs share (assuming there is one). Typically unhallow is used to benefit followers of a certain faith or harm everyone. If the party is all good or all lawful or all followers of Pharasma then you should be OK, but if your party is a mix of faiths and alignments you’ll have to choose one that affects most of them.

That, unfortunately, depends on interpretive reading. "another faith or alignment" isn't actually very good wording. You can read this to mean that if they are "of...

The spell would be less useful if you had to know a year in advance who would be raiding your temple to cast a spell to effect everyone who would come to raid your temple.

All who do not share my faith is a perfectly valid use of unhallow.


I don't think that inverted bowl trick works. Once it is cast it permiates the whole site.


FiddlersGreen wrote:

The arcane sight idea is interesting! Since the enemies will be either summoned or buffed, arcane sight would work as an innovative counter. I like it. =)

I also took a second look at stone shape, and decided to just have the high cleric use a scroll of wall of stone instead. Either way, it's a 5th level spell scroll. XD

I am not sure arcane sight would work, The wording uses the word see, indicating your need to be able to see. As you could not see in Magical darkness in this situation it would be doubtful if it would work.

Even if it did you had better be prepared for a DM nightmare keeping track of all the auras in the room, where they are and who has them which is strongest what school etc.

Arcane Sight:
This spell makes your eyes glow blue and allows you to see
magical auras
within 120 feet of you. The effect is similar to
that of a detect magic spell, but arcane sight does not require
concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within
your sight. An aura’s power depends on a spell’s functioning level
or an item’s caster level, as noted in the description of the detect
magic spell. If the items or creatures bearing the auras are in line of
sight, you can make Spellcraft skill checks to determine the school
of magic involved in each. (Make one check per aura; DC 15 + spell
level, or 15 + half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as
a standard action, you can determine whether it has any spellcasting
or spell-like abilities, whether these are arcane or divine (spell-like
abilities register as arcane), and the strength of the most powerful
spell or spell-like ability the creature currently has available for use.


Mojorat wrote:
I don't think that inverted bowl trick works. Once it is cast it permiates the whole site.

My understanding is that emanations function like a constant burst originating from a point or object. In the case of unhallow, it originates from a fixed point. Anything capable of interfering with a burst would interfere with the emanation.


setzer9999 wrote:
You can read this to mean that if they are "of another faith or alignment from yours" or you can try to interpret it the way you are, by requiring it to be "another specific faith or alignment". I think, since it doesn't call out that it is another specific faith or alignment, anyone is well within their rights to rule that it is the former rather than the latter... and I would myself.

I'd second that reading. After all, there is at least one official (though pretty old) AP adventure done by a Paizonian where an Unhallow effect specifically affects all those those of other faiths than the caster... or was the spell changed from 3.5? (I cannot access d20srd from work)

The adventure in question is

Spoiler:
The Champion's Belt, from the Age of Worms AP


Midnight_Angel wrote:
setzer9999 wrote:
You can read this to mean that if they are "of another faith or alignment from yours" or you can try to interpret it the way you are, by requiring it to be "another specific faith or alignment". I think, since it doesn't call out that it is another specific faith or alignment, anyone is well within their rights to rule that it is the former rather than the latter... and I would myself.

I'd second that reading. After all, there is at least one official (though pretty old) AP adventure done by a Paizonian where an Unhallow effect specifically affects all those those of other faiths than the caster... or was the spell changed from 3.5? (I cannot access d20srd from work)

The adventure in question is ** spoiler omitted **

3.5 version:
Unhallow makes a particular site, building,

or structure an unholy site. This has three
major effects.
First, the site or structure is guarded by
a magic circle against good effect.
Second, all turning checks made to turn
undead take a –4 penalty, and turning
checks to rebuke undead gain a +4 profane
bonus. Spell resistance does not apply to
this effect. (This provision does not apply
to the druid version of the spell.)
Finally, you may choose to fix a single
spell effect to the unhallowed site. The spell
effect lasts for one year and functions
throughout the entire site, regardless of its
normal duration and area or effect. You
may designate whether the effect applies
to all creatures, creatures that share your
faith or alignment, or creatures that adhere
to another faith or alignment. For example,
you may create a bless effect that aids all
creatures of like alignment or faith in the
area, or a bane effect that hinders creatures
of the opposite alignment or an enemy
faith. At the end of the year, the chosen
effect lapses, but it can be renewed or
replaced simply by casting unhallow again.
Spell effects that may be tied to an
unhallowed site include aid, bane, bless, cause
fear, darkness, daylight, death ward, deeper
darkness, detect magic, detect good, dimensional
anchor, discern lies, dispel magic, endure
elements, freedom of movement, invisibility
purge, protection from energy, remove fear,
resist energy, silence, tongues, and zone of truth.
Saving throws and spell resistance might
apply to these spells’ effects. (See the individual
spell descriptions for details.)


Snapshot wrote:
FiddlersGreen wrote:

The arcane sight idea is interesting! Since the enemies will be either summoned or buffed, arcane sight would work as an innovative counter. I like it. =)

I also took a second look at stone shape, and decided to just have the high cleric use a scroll of wall of stone instead. Either way, it's a 5th level spell scroll. XD

I am not sure arcane sight would work, The wording uses the word see, indicating your need to be able to see. As you could not see in Magical darkness in this situation it would be doubtful if it would work.

Even if it did you had better be prepared for a DM nightmare keeping track of all the auras in the room, where they are and who has them which is strongest what school etc.

** spoiler omitted **

I don't think RAW is going to really help us here. I'd have to disagree with you, and it really is going to require some ruling by the GM to make this call. Deeper Darkness doesn't make you blind. It eliminates light. If you don't use light to see, you can still see. I don't mean darkvision, I mean, if you don't try to take in any light-based radiation of any kind to see, then darkness doesn't negate your ability to see.

There are many places in the rules where the devs used the term "see" but where that is complicated in terms of what does "see" mean, and what is it that you are "seeing". Take the argument about spellcraft checks on SLA's and Stilled Silenced Eschewed Materials enhanced spells. What do you "see" when you can see just a magical aura? I completely disagree with anyone who says the answer to that question is in the RAW.

Light doesn't make magical auras visible. If it did, you would be able to see them without Arcane Sight. Deeper Darkness doesn't suppress magical auras, all it does is make it so that there is no light in the area. If you don't use light to "see" auras, Deeper Darkness should have no effect on your ability to see them. It only calls out darkvision, it doesn't call out anything else as being additionally suppressed.


It occurred to me that the party's paladin has both a heavy pick and a adamantine longsword, either of which could be used to smash a hole in the wall. Since the temple is a windowless stone building, he could conceivably attempt to break a hole in the wall to light up the chamber (assuming the PCs attack in the day-time). Whilst it would not remove the darkness, a successful breach should be enough to increase the natural illumination enough for the characters with darkvision to see (and if they are close enough to the breach in the wall, characters with low-light vision may be able to see too).

I reckon there are enough solutions that I could propose for the PCs. I reckon I'll drop a scroll of deeper darkness and arcane sight in the preceding encounter, then see what they come up with when they reach the temple.

Would you guys consider an adamantine longsword an "ineffective weapon" against a stone wall?

http://www.d20pfsrd.com/equipment---final/damaging-objects


FiddlersGreen wrote:

It occurred to me that the party's paladin has both a heavy pick and a adamantine longsword, either of which could be used to smash a hole in the wall. Since the temple is a windowless stone building, he could conceivably attempt to break a hole in the wall to light up the chamber (assuming the PCs attack in the day-time). Whilst it would not remove the darkness, a successful breach should be enough to increase the natural illumination enough for the characters with darkvision to see (and if they are close enough to the breach in the wall, characters with low-light vision may be able to see too).

I reckon there are enough solutions that I could propose for the PCs. I reckon I'll drop a scroll of deeper darkness and arcane sight in the preceding encounter, then see what they come up with when they reach the temple.

Would you guys consider an adamantine longsword an "ineffective weapon" against a stone wall?

http://www.d20pfsrd.com/equipment---final/damaging-objects

Glad to be of help :)

But... I don't think opening a hole in the wall will change the illumination. The deeper darkness cancels all illumination until magical light stronger than it enters its space or it is dispelled. So, they could not see any better in the room because the wall was opened back up again. They should be able to try to escape back that direction again though.

I think it is going to be up to you to call the adamantium longsword though. Most melee weapons are ineffective against stone walls unless designed for breaking stone. A longsword is not designed for breaking stone, but anything made out of a material as hard as adamantium could be reasonably suggested to be "designed to break anything". I think it's going to be up to you.


http://www.d20pfsrd.com/gamemastering/vision-and-light

http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness

Actually, the deeper darkness spell works by reducing illumination by 2 steps AND suppressing magical light of a lower level.

The reason the area is only lit by candles is because the high cleric is an elf, and he knows that the party's bard and druid both have darkvision, so dim light would be reduced to "supernaturally dark", thus nullifying their darkvision whilst allowing the high cleric and his lackeys to see without penalty. The Magaavs are naturally unaffected by magical darkness, so they're fine too.

Breaking a hole in the wall would cause natural sunlight to enter the chamber, causing the areas near the hole to have "bright light" and most of the room to have "normal light".

As for the longsword, I reckon I'll have the heavy pick do normal damage and the adamantine longsword do half damage but bypass the wall's 8 hardness.


FiddlersGreen wrote:

http://www.d20pfsrd.com/gamemastering/vision-and-light

http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness

Actually, the deeper darkness spell works by reducing illumination by 2 steps AND suppressing magical light of a lower level.

The reason the area is only lit by candles is because the high cleric is an elf, and he knows that the party's bard and druid both have darkvision, so dim light would be reduced to "supernaturally dark", thus nullifying their darkvision whilst allowing the high cleric and his lackeys to see without penalty. The Magaavs are naturally unaffected by magical darkness, so they're fine too.

Breaking a hole in the wall would cause natural sunlight to enter the chamber, causing the areas near the hole to have "bright light" and most of the room to have "normal light".

As for the longsword, I reckon I'll have the heavy pick do normal damage and the adamantine longsword do half damage but bypass the wall's 8 hardness.

Oh... the wall to the outside of the chamber leads to the outside outside? I missed that part... yeah if it was day, then I guess that might work. That's a little odd though for people that want so much darkness isn't it? Oh well. Maybe make the chamber a little ways in?


Actually, the darkness-unhallow effect was designed to be a fail-safe against prying eyes. Anyone trying to discover the true nature of the upper level of the building would see only darkness (unless they were a worshipper of Norgorber anyway). However, the high cleric now knows that the PCs are coming, and is preparing an ambush for them. It's a response to the PCs' lack of caution and subtlety in their investigations.

The building itself is really just a shop-house in Abadar, except that the entire top-level has been converted into a secret temple, and all the windows were walled up, with the only entrance being a flight of stairs at the back of the shop. The PCs' investigations are leading them to the shophouse, and the high cleric knows that, but the PCs actually think they're up against the Red Mantis. XD


Fun fact about the Darkness line of spells: It also suppresses mundane lights.

Darkness wrote:

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

You can have a pile of sunrods in the room, but the room's natural light level starts out as "darkness" and drops to "supernatural darkness." As far as I understand, only sunlight or magic can raise the light level in deeper darkness.

Keep in mind, that if you use candles, they only light their square with normal light for low-light vision characters. Even an elf would have a 20% miss chance against a target standing withing 5ft of a candle.


I actually just thought of something... scroll in the dark... a little bit harsh eh? Maybe a wand or a single use item instead?


setzer9999 wrote:
I actually just thought of something... scroll in the dark... a little bit harsh eh? Maybe a wand or a single use item instead?

XD Good call. I might drop the scrolls in there anyway, just for trolling. =p

Knight Magenta: The candles would not provide normal light to low-light vision characters. It would provide dim light, which does not penalise characters with low-light vision. However, dim light would still be reduced to supernatural darkness, whilst normal light would be reduced to 'regular' darkness (a distinction which really only affects characters with darkvision).

Thanks for pointing out the proviso about nonmagical sources of light, though it raises an interesting point: isn't the *SUN* a nonmagical source of light as well? O_o So if it suppresses all non-magical sources and magical sources of a lower level, doesn't it effectively create supernatural darkness regardless of circumstances until a higher-level light spell counters it?


I don't think that the sun "counts" as a light source. I always read daytime as simply being being bright light. Also, if Deeper Darkness was only ever overcome by magic, it would just say "makes supernatural darkness" instead of telling us how many steps it reduces.

About candles: I meant that a candle only sheds dim light in its 5ft square. low-light vision characters would only see normally in that square. within 5ft of the candle, humans would see darkness and elves would have a 20% miss chance.

About scrolls: I don't see why a mage can't activate a scroll in darkness. I've always thought of activating scrolls more as activating a magic item, not so much as reading a book. Realistically, three seconds is not enough time to read anything. If the mage does need to read something, its not a stretch that he can memorize the 3 seconds of words. The other evidence for this is that you have to decipher a scroll over several rounds. This implies it's complex enough to not be readable in a single action.


FiddlersGreen wrote:
setzer9999 wrote:
I actually just thought of something... scroll in the dark... a little bit harsh eh? Maybe a wand or a single use item instead?

XD Good call. I might drop the scrolls in there anyway, just for trolling. =p

Knight Magenta: The candles would not provide normal light to low-light vision characters. It would provide dim light, which does not penalise characters with low-light vision. However, dim light would still be reduced to supernatural darkness, whilst normal light would be reduced to 'regular' darkness (a distinction which really only affects characters with darkvision).

Thanks for pointing out the proviso about nonmagical sources of light, though it raises an interesting point: isn't the *SUN* a nonmagical source of light as well? O_o So if it suppresses all non-magical sources and magical sources of a lower level, doesn't it effectively create supernatural darkness regardless of circumstances until a higher-level light spell counters it?

That's what I was thinking earlier, but was willing to let the point go because I didn't have the time to look through the rules to confirm. Yeah, the sun is a mundane source of light. I mean, you can argue that in a fantasy world the sun might be a magical thing... but I think if you are running in the standard PF setting, that though there are gods and magic, that the same kind of astrological sciences are in place as well in the cosmos as the real world. Golarion is a ball of rock orbiting a ball of superheated gas. The magical darkness would not be penetrated by sunlight in that setting.

Edit: @Knight Magenta - check the spell deeper darkness is based on. Darkness. "Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness." Unless you rule the sun as a magical source of light, sunlight doesn't increase the lighting conditions in an area of magical darkness.


Then again, if you think of the sun as a magical source of light...what would the 'spell level' of the sun's light be? Hmm...if the sun casts "daylight" on every patch of Golarion within line of effect, would darkness and deeper darkness only ever work indoors? XD


More importantly, Mage's Disjunction can destroy artifacts. The most powerful type of magic item is an artifact. The sun is either an artifact or a spell effect.

Interplanetary Teleport can get you within 30 ft of the sun. Contingency (triggered when you are instantly burned to a crisp) can cast Disjunction on the Sun.

Since you are surely a lich, 1d10 days later, you awaken none the worse for your instantaneous incineration. If the sun is shining, repeat. Otherwise, you can laugh as all the mortals die of cold.

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