Reference for Light and Darkness in PFS


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David Bowles wrote:
Darkness is a spell and a lighting level.

Oh? News to me.


Jiggy wrote:
Sunrod>Darkness wrote:
Quote:

Sunrod

Price 2 gp; Weight 1 lb.

This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

So strange the creators of this game would use the word darkness. So strange.
Spell names are always italicized in Pathfinder rules. If it's not italicized, it's not referring to a spell.

Having never noticed italianized text in an item description before, it'd be just wondrous if you could provide and example so I can continue to grow and learn.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Sunrod>Darkness wrote:
David Bowles wrote:
Darkness is a spell and a lighting level.
Oh? News to me.

In any case, the Official FAQ (which has already been both quoted and linked in this thread) is very explicit and even uses sunrods as an example of something which does NOT increase the light level within the area of the darkness spell.

If you believe the FAQ to be in error, you should probably post in Website Feedback or just PM Jason Bulmahn, as no one in this thread can change it. Otherwise, accept the FAQ's clear demonstration that you are wrong on this point.

3/5 RPG Superstar 2013 Top 16

Sunrod>Darkness wrote:
Having never noticed italianized text in an item description before, it'd be just wondrous if you could provide and example so I can continue to grow and learn.
CRB wrote:

Boots of Levitation

Aura faint transmutation; CL 3rd

Slot feet; Price 7,500 gp; Weight 1 lb.

Description

These soft leather boots are incredibly light and comfortable, with thin soles reinforced by strips of tough hide that provide an unexpected amount of support and protection to the foot. On command, these boots allow the wearer to levitate as if she had cast levitate on herself.

Bolding mine.

From all the way back in the Core Rulebook, so it's not a new thing. When "levitate" is italicized, it's referring to the spell. When not italicized, it's referring to the common English meaning of the word.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Sunrod>Darkness wrote:
Having never noticed italianized text in an item description before, it'd be just wondrous if you could provide and example so I can continue to grow and learn.
Core Rulebook, Equipment chapter, a mere 3 entries above the sunrod wrote:
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.

Link to the section on the Official PRD

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Suppose for a moment that they wanted sunrods to work the way myself and others are interpreting it. What word should they have used instead of an un-italicized "darkness" in that sentence, in order to communicate that intent?


Why wouldn't they just say its a torch except you smack it against something and it lasts for 6 hours?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Sunrod>Darkness wrote:
Why wouldn't they just say its a torch except you smack it against something and it lasts for 6 hours?

Perhaps because it's standard practice for light sources to specify their own details?

Speaking of comparisons to torches (all bolding mine, otherwise the formatting is as it appears in the rules):

Torch wrote:
...shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light).
Candle wrote:
illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light).
Lamp, Common wrote:
...providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light).
Lantern, Bullseye wrote:
...provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light).
Lantern, Hooded wrote:
...sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light).

See how they're all using the same wording in regards to darkness that the sunrod uses? Do you also believe that all of these will successfully increase the light level within the area of a darkness spell?

Grand Lodge 4/5

Jiggy, I don't think you have fully examined what your stated belief actually means for any situation involving a Darkness spell.

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.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

I think one of the most important parts of the spell are that Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness.

So, as your first step in determining the so-called ambient light level, you have to negate any lighting increases from any nonmagical source of light affecting the area of Darkness before the spell is cast. To me, taken to that extreme, it means that the normal ambient level of light in the area of effect of a Darkness spell is automatically going to have to be darkness.

Why do I say that?

Assuming you don't have to deal with a magical light source of higher level, there is no source of light that can affect the area covered by the Darkness spell.

Nonmagical light sources are effectively rendered null and void by the Darkness spell when it is cast. So, no light sources in the area of effect, no nonmagical light can increase the light level in the area of effect.

The Sun is nonmagical light, agreed? Therefore, sunlight is not going to be raising the light level in an area of Darkness. Neither are torches, lanterns, sun rods, camp fires, or any other source of light. Therefore, I cannot see any way that the ambient light level, in an area affected by the Darkness spell, can start at any level except darkness.

Yuck.

Overall, I think this means that either there is some sort of basic mis-interpretation in what I am understanding from the spell effect, or the whole Light/Dark family of spells needs to be errataed into something that makes sense.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

kinevon wrote:
The Sun is nonmagical light, agreed?

Not agreed. Since the FAQ tells us to default to the ambient "natural" light level before applying the step-based reduction, I treat the sun as being a special case that is outside both the "nonmagical light sources" and "magical light sources" categories.

Now reevaluate how my position plays out, and you might find it more acceptable.

The Exchange 5/5

I would take the lines: " 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." to apply to the sources only if they are in the area. Otherwise, the sources are what gives you the "ambient light level". You would then adjust the "ambient light level" created by the source in the area of the spell. If you could cover the sun with the AOE of a darkness effect, you would be able to supress it.

Is the source (magical or nonmagical) in the area of darkness? no? then it is not effected by the spell - the source isn't in the area. The light from it (the source) is only effected if it is in the area (because it is the "ambient light level").

1/5

Dang it Nosig! Stop making me think counter to what I normally thought. Now I got to go through the dang rules again and see if I agree with you.

The Exchange 5/5

Lab_Rat wrote:
Dang it Nosig! Stop making me think counter to what I normally thought. Now I got to go through the dang rules again and see if I agree with you.

pah! Lots of people don't agree with me.

I like the edge brownies after all.

;)

edit: (It does seem to fix alot of the problems though.... and gives a good definition of what the "ambient light level" is created by. "ambient light level" is created by those light sources outside the area in question.)

Grand Lodge 2/5 RPG Superstar 2012 Top 32

nosig wrote:
I would take the lines: " 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." to apply to the sources only if they are in the area. Otherwise, the sources are what gives you the "ambient light level". You would then adjust the "ambient light level" created by the source in the area of the spell. If you could cover the sun with the AOE of a darkness effect, you would be able to supress it.

I can see some merit to this idea. Actually, it's pretty closely linked to my own view. Both ideas look at the lines you quoted, and come up with a reason for the sun to not be affected by them. One way does so by saying the sun is a special case, the other by saying that any light source (including the sun) gets a pass if the point of origin is outside the darkness radius.

My only issue with your (and JohnF's, if I recall) version is the idea of an enemy casting deeper darkness in an unlit cave (taking the party into supernatural shadow) and the party responding by having everyone grab their torches/wayfinders/whatever and chucking them as far as they can in opposite directions so that there's always at least one or two that are "ambient", causing the DD to only drop the cave to "dark" and letting everyone use darkvision (natural or potion-based). Now the only reason to ever bother with daylight is if the room is too small to flank the DD with light sources.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

nosig wrote:

I would take the lines: " 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." to apply to the sources only if they are in the area. Otherwise, the sources are what gives you the "ambient light level". You would then adjust the "ambient light level" created by the source in the area of the spell. If you could cover the sun with the AOE of a darkness effect, you would be able to supress it.

Is the source (magical or nonmagical) in the area of darkness? no? then it is not effected by the spell - the source isn't in the area. The light from it (the source) is only effected if it is in the area (because it is the "ambient light level").

Yep. That's the position I espoused (albeit not as well described) somewhat earlier in the thread.

1/5

At least that position gives a definition in game terms for ambient light that coincides with the actual definition.

Jiggy: The enemy can always counter that tactic by:
1) picking up/extinguishing the light sources thrown.
2) Moving the deeper darkness to engulf the sources.
3) Moving so that the sources give dim light within the the effect thus moving back to supernatural darkness.

The Exchange 5/5

Jiggy wrote:
nosig wrote:
I would take the lines: " 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." to apply to the sources only if they are in the area. Otherwise, the sources are what gives you the "ambient light level". You would then adjust the "ambient light level" created by the source in the area of the spell. If you could cover the sun with the AOE of a darkness effect, you would be able to supress it.

I can see some merit to this idea. Actually, it's pretty closely linked to my own view. Both ideas look at the lines you quoted, and come up with a reason for the sun to not be affected by them. One way does so by saying the sun is a special case, the other by saying that any light source (including the sun) gets a pass if the point of origin is outside the darkness radius.

My only issue with your (and JohnF's, if I recall) version is the idea of an enemy casting deeper darkness in an unlit cave (taking the party into supernatural shadow) and the party responding by having everyone grab their torches/wayfinders/whatever and chucking them as far as they can in opposite directions so that there's always at least one or two that are "ambient", causing the DD to only drop the cave to "dark" and letting everyone use darkvision (natural or potion-based). Now the only reason to ever bother with daylight is if the room is too small to flank the DD with light sources.

you would need to bracket the DD with light sources on each side... and monsters that have darkness at will could start "snuffing" out the the light sources one at a time.

Cast darkness on a pebble, move tword the light untill it goes out. Drop pebble. Repeat for next light source.

thus meaning that there is no "I WIN" spell or effect - one shot gets it all. and giving the "At Will" effects some strength (burn a lot of actions, get a better effect).

Always realize the light radius of light sources... Torches only reach 20 feet, so the DD would have an area of super-dark (unless the observer had lowlight vision), the part more than 20 feet from the Torch.

1/5

Interesting. You just brought up another one of those Low-light is better than darkvision corner cases.

The Exchange 5/5

Lab_Rat wrote:
Interesting. You just brought up another one of those Low-light is better than darkvision corner cases.

it's always surprising when low light vision can see deeper into the darkness & now it can see deeper into the darkness too.

;)

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Looking some more at this passage:

Darkness wrote:
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.

I'm now thinking that "in an area of darkness" qualifies "increase the light level" rather than qualifying "sources of light".

These rules are stated in this format:
"X does Y in location Z."

If the "sources outside the area still affect the light inside the area" theory were the intent, we'd instead have:
"X in location Z does Y."

So in the end I think the interpretation where a torch outside the radius gets to keep affecting the lighting within the radius just doesn't fit.

The Exchange 5/5

Jiggy wrote:

Looking some more at this passage:

Darkness wrote:
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.

I'm now thinking that "in an area of darkness" qualifies "increase the light level" rather than qualifying "sources of light".

These rules are stated in this format:
"X does Y in location Z."

If the "sources outside the area still affect the light inside the area" theory were the intent, we'd instead have:
"X in location Z does Y."

So in the end I think the interpretation where a torch outside the radius gets to keep affecting the lighting within the radius just doesn't fit.

then the same would be true for the sun right? the sunlight in the area would be in the area that is being effected by the spell, not the sun.

I guess it is just coming down to where you are getting the "ambient light level". I'm figuring it is coming from those light sources outside the area in question, so they are uneffected. Only the sunlight is effected.

Look at it like this:
the AOE of the darkness does two things. 1) It suppresses light sorces and 2) reduces light levels. It does those inside it's area. The suppression is much like that of an Anti-magic area. If I take light into a anti-magic area, the spell is supressed in the area. If I cast it in the area outside the anti-magic field - the light shines into the area. This is because it does #1 and not #2.

(Edited to correct spelling grammer etc.)

Grand Lodge 2/5 RPG Superstar 2012 Top 32

This is why I'm of the opinion that sunlight is always "ambient", and is never affected by either of the "X sources don't raise the light level" clauses in darkness.

Basically, the sun is a special case. And really, that seems appropriate. It's the friggin' sun. ;)

Also, it seems to fit the use of the term "ambient natural light" in the FAQ.

The way I see it is that sunlight/moonlight are always the ambient light (getting reduced on a 'step' basis), while spells and torches and whatever are always going to fail to improve the light conditions in an area of darkness (unless it's a higher-level light spell, of course).

I'm not aware of any situations that become weird under this model.

The Exchange 5/5

Jiggy wrote:

This is why I'm of the opinion that sunlight is always "ambient", and is never affected by either of the "X sources don't raise the light level" clauses in darkness.

Basically, the sun is a special case. And really, that seems appropriate. It's the friggin' sun. ;)

Also, it seems to fit the use of the term "ambient natural light" in the FAQ.

The way I see it is that sunlight/moonlight are always the ambient light (getting reduced on a 'step' basis), while spells and torches and whatever are always going to fail to improve the light conditions in an area of darkness (unless it's a higher-level light spell, of course).

I'm not aware of any situations that become weird under this model.

Does reflected sunlight count? If I stand outside a cave and use a large mirror to reflect light into a cavern, and then cast darkness, is the reflected sunlight suppressed?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

1 person marked this as a favorite.
nosig wrote:
Does reflected sunlight count? If I stand outside a cave and use a large mirror to reflect light into a cavern, and then cast darkness, is the reflected sunlight suppressed?

It would still be treated as ambient natural light (it's still sunlight, after all) and be lowered by the appropriate number of steps.

And IMO, it seems pretty appropriate that if you want to pierce the darkness of the evil necromancer in his cave, one of your options would be to bring the sun to him.

1/5

Jiggy wrote:

This is why I'm of the opinion that sunlight is always "ambient", and is never affected by either of the "X sources don't raise the light level" clauses in darkness.

Basically, the sun is a special case. And really, that seems appropriate. It's the friggin' sun. ;)

Also, it seems to fit the use of the term "ambient natural light" in the FAQ.

The way I see it is that sunlight/moonlight are always the ambient light (getting reduced on a 'step' basis), while spells and torches and whatever are always going to fail to improve the light conditions in an area of darkness (unless it's a higher-level light spell, of course).

I'm not aware of any situations that become weird under this model.

I've been following this discussion and I have agreed with Jiggy's logic nearly every step of the way.

Whether or not it is clear in the PRD, the FAQ makes it reasonably clear that sunlight/moonlight/stars/celestial body/atmospheric anomaly are things in the "ambient natural light" category. Existing torches, sunrods, lanterns, etc, do not seem to qualify as they are not "natural." The light has to be both ambient and "natural." Not sure about glowing moss, but I would add phosphor deposits.

Someone referenced Jason B's comment at Name-a-con. As Jiggy astutely points out, great...but so what? Paizo and PFS have a methodology for updating game information. Hearsay at table 9 back in May of 2011 in Waconda, IL is not part of that method. And that's assuming the poster's relaying of the thread is 100% accurate and Jason B was specifically intending to comment on the source of the ambient light.

I'm still a little confused on what happens with a Daylight spell and DD.

1/5

The issue is that people are creating a new definition for ambient light. Mt gut instinct is that if the game developers do not define a term with game mechanics then we go off of the common real life definition for the term.

As close to a real world definition as we can get

So I am more inclined to see wall sconces, torches attached to walls, fluorescent lichen, the sun, etc. as all sources of ambient light. If the light source is part of the described scene it is an ambient source. What wouldn't be ambient is any non permanent source cast, carried, or brought into the scene by a creature.

1/5

You're missing a requirement = "natural."

As others have pointed out numerous times, the RAW does not use the term ambient. The FAQ uses that term and it adds the requirement that it be ambient "natural" light. You can't ignore the use of the word natural.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

You can't treat a torch on the wall one way, and an identical torch carried by a member of the party a different way.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Lab_Rat wrote:
If the light source is part of the described scene it is an ambient source.

I used to do it that way, but there are some serious issues.

The biggest is probably that darkness doesn't just say it shuts down nonmagical light sources, it also gives a couple of examples (torches and lanterns). So if you have any torches (whether on wall sconces or not) continue to contribute light within the darkness area, then you're directly contradicting the rules.

That means that if you want to keep the "anything described in the scene is ambient" view, then you have to amend it to "anything described in the scene other than a torch or lantern". Which then means that if there's a torch in the middle of the room and a ring of candles around it, then the candles contribute while the torches don't?

Furthermore, what if I take the "ambient" light with me? Say I fight a foe who uses darkness and see that the [insert light source here] was not completely shut down. If I take that light source with me into the next room and face darkness again, how are you going to treat it?

Dark Archive

Jiggy wrote:
nosig wrote:
Does reflected sunlight count? If I stand outside a cave and use a large mirror to reflect light into a cavern, and then cast darkness, is the reflected sunlight suppressed?

It would still be treated as ambient natural light (it's still sunlight, after all) and be lowered by the appropriate number of steps.

And IMO, it seems pretty appropriate that if you want to pierce the darkness of the evil necromancer in his cave, one of your options would be to bring the sun to him.

That would be Legend-ary, Jack.


Lab_Rat wrote:
So I am more inclined to see wall sconces, torches attached to walls, fluorescent lichen, the sun, etc. as all sources of ambient light. If the light source is part of the described scene it is an ambient source.

I generally agree. This is one of those cases where I would say, "The rules don't state what 'ambient' is so that the GM (or the scenario author) is free to state what 'ambient' is."

The Exchange 5/5

I think I'm going to continue to have the spells effect only things in thier AOE. So, in the AOE of a darkness effect will have an effect on the light level of the area, and on sources of light in it's area. 1) shutting down light sources and 2) lowering the light level in the area.

Otherwise my halfling Tiefling PC gains to much power, and my Clerics (both dwarves) casting darkness and blessings of the mole can spam to many encounters (all indoor encounters at least). If they are limited in just shutting off light sources that within 20 feet of thier spell... it works better.

Also, it's just easier to keep track of as a judge, and easier to explain to the Players. Where's the spell at? where's the light sources?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

nosig wrote:
Also, it's just easier to keep track of as a judge, and easier to explain to the Players. Where's the spell at? where's the light sources?

Actually, you've got it backwards: your way, where light sources are only shut down if they're inside the radius and instead get "stepped down" if they're outside the radius, requires you to keep track of exactly where everything is, and do a lot of recalculating of light levels across different overlapping areas of effect.

But the other way (where the source's location doesn't matter), all the GM has to know is whether or not there's any sunlight in the area. Done.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Do you believe that a darkness spell shuts down all light sources in a large room, or does it merely prevent light from those sources entering the area of effect of the darkness spell?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Well, the spell's text says they don't raise the light level in an area of darkness; it doesn't say it extinguishes them. So they just fail to affect the light level within that area.

Grand Lodge 4/5

1 person marked this as FAQ candidate.
Jiggy wrote:
nosig wrote:
Does reflected sunlight count? If I stand outside a cave and use a large mirror to reflect light into a cavern, and then cast darkness, is the reflected sunlight suppressed?

It would still be treated as ambient natural light (it's still sunlight, after all) and be lowered by the appropriate number of steps.

And IMO, it seems pretty appropriate that if you want to pierce the darkness of the evil necromancer in his cave, one of your options would be to bring the sun to him.

How many times must sunlight be reflected before it is no longer "natural"?

And how would you handle light generated by a forest fire? Natural? Non-natural?

Lightning?

Besides, how does the spell determine the source of each particular photon?

Overall, I think light, darkness, and the related spells, need a Paizo blog post clarification. Not an FAQ, not enough room in an FAQ if you want to keep them concise. Not an errata, unless something somewhere is incorrect and needs to be fixed, but just a well written clarification of the existing rules, and the interaction of the various spells that affect light levels.

Things needing clarification:
Ambient
Natural
Non-magical sources of light, or what type of light source the Sun is.
Reflected sunlight, both from mirrors and the Moon, including a statement of hen it is no longer considered to be Sunlight and becomes something else. (Obviously, one reflection, from the moon, immediately changes Sunlight to Moonlight, but how about mirrors?)


kinevon wrote:
Besides, how does the spell determine the source of each particular photon?

The spell doesn't care about photons. No one does.

The GM just makes a decision. Simple as that.

Liberty's Edge 5/5

The way I have always done it is determine the lighting conditions without torches, lanterns, sunrods, and spells. This is the "ambient" light. This basically allows sunlight, moonlight, starlight, and such to dictate the original light level.

These sources of light (unlike torches, sunrods, and spells) are not negated by spells such as darkness, rather the light condition they provide is simply decreased.

This means that a darkness spell cast outside at noon, simply lowers the light level to dim light. Deeper Darkness to dark.

Grand Lodge 4/5

Will Johnson wrote:

The way I have always done it is determine the lighting conditions without torches, lanterns, sunrods, and spells. This is the "ambient" light. This basically allows sunlight, moonlight, starlight, and such to dictate the original light level.

These sources of light (unlike torches, sunrods, and spells) are not negated by spells such as darkness, rather the light condition they provide is simply decreased.

This means that a darkness spell cast outside at noon, simply lowers the light level to dim light. Deeper Darkness to dark.

But, Will, if those are nonmagical light sources, they are unable to raise the level of light in an area of darkness, per the spell and FAQ on sun rods.

Besides, how do you treat light from sources outside of the area of the darkness spell?


kinevon wrote:
But, Will, if those are nonmagical light sources, they are unable to raise the level of light in an area of darkness, per the spell and FAQ on sun rods.

Since neither the rules nor the FAQ defines the sun, moon, or stars as either magical or mundane light, that leaves it open to GM interpretation.

That's why I interpret the sun, moon, and stars as "illumination level" light and suddenly darkness works the way it's intended to.

1/5

A little late but here.

Pathfinder Core Rulebook FAQ wrote:

Darkness: Can adding additional sunrods to the area of the spell increase the light level?

No, sunrods can never increase the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level, and then reduces it one step.

—Jason Bulmahn, 10/21/10

Liberty's Edge 5/5

Robert Matthews 166 wrote:

A little late but here.

Pathfinder Core Rulebook FAQ wrote:

Darkness: Can adding additional sunrods to the area of the spell increase the light level?

No, sunrods can never increase the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level, and then reduces it one step.

—Jason Bulmahn, 10/21/10

Yup, which is how I run it. Outside, in the day, the ambient lighting conditions are light. A Darkness spell lowers this to dim light and a Deeper Darkness spell drops this to dark.

In an inn at sundown, the ambient light is Dim. Torches raise the level of light within the inn to light. A Darkness spell negates the torches and reduces the ambient light level to dark.

If you don't call light provided by the sun, moon, stars and such "ambient light" you really aren't left with much that could be defined as such. Basically you are stating that the default lighting condition is always dark and then there are magical and non-magical light sources (including heavenly objects) that raise the ambient light from dark.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Will Johnson wrote:
If you don't call light provided by the sun, moon, stars and such "ambient light" you really aren't left with much that could be defined as such.

Fun trivia:

The term "ambient" to describe lighting conditions never appears in the rules, despite it being used constantly in these discussions. The only "official" place it appears is that FAQ, right next to "natural". That means that as far as official Paizo-written text is concerned, "ambient" and "natural" are on equal footing. I find that very helpful in figuring this all out (coming to what I believe to be the same conclusion you described, if I followed you correctly).

The Exchange 5/5

1 person marked this as a favorite.

1) Does a darkness effect light levels for areas that are not in it's AOE?

IMHO: No. It only effects light levels in the AOE.

2) Does a darkness effect light sources that are not in it's area?

IMHO: No. It only effects light sources in the AOE.

(Strickly my understanding of the interaction of Light and Darkness)
Is the light source in the AOE? No? Then it is not effected by the spell.
Any light the source creates is effected in the AOE. It is effected just like the spell says, reducing it's level one or two steps.

Our difference seems to come about when you state that any light created by a source other than the sun/moon/stars is negated in the AOE of a darkness effect. I can see no exception to where the light is created.

For me the procedure for determining the interaction of light and darkness is simple.

1) remove all sources of light in the AOE of the darkness. They are surpressed while in the AOE of the darkness.
2) What light remains? Determine Light Level in the AOE.
3) Reduce it as required inside the AOEs of all the darkness effects.

No special exceptions for where the light came from, or what kind of source is generating the light.

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