Reference for Light and Darkness in PFS


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Dark Archive 2/5

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

This statement is of the form "X does Y within area Z", with X being light sources, Y being "fail to increase the light level" and Z being the radius of darkness.

Within the structure "X does Y within area Z", the clause "within area Z" defines where Y takes place, regardless of the location of X. Contrast this with "X within area Z does Y", in which "within area Z" defines the set of X which will be doing Y, regardless of where Y would take place. With darkness having used the former rather than the latter, we can conclude that the light level within the radius of a darkness effect is not increased by nonmagical sources of light, regardless of where the sources are. (The parameters of the area are applied to the action of increasing the light level, not applied to the light sources themselves.) For the same reason (the parameter of area being applied solely to the effect of preventing light level increase), we can further conclude that the effect of preventing the increase of a light level is limited to the defined area, and therefore a light source will continue to affect lighting conditions outside the area.

The Exchange 5/5

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

This statement is of the form "X does Y within area Z", with X being light sources, Y being "fail to increase the light level" and Z being the radius of darkness.

Within the structure "X does Y within area Z", the clause "within area Z" defines where Y takes place, regardless of the location of X. Contrast this with "X within area Z does Y", in which "within area Z" defines the set of X which will be doing Y, regardless of where Y would take place. With darkness having used the former rather than the latter, we can conclude that the light level within the radius of a darkness effect is not increased by nonmagical sources of light, regardless of where the sources are. (The parameters of the area are applied to the action of increasing the light level, not applied to the light sources themselves.) For the same reason (the parameter of area being applied solely to the effect of preventing light level increase), we can further conclude that the effect of preventing the increase of a light level is limited to the defined area, and therefore a light source will continue to affect lighting conditions outside the area.

In that case, the sun/moon/stars do not increase the light level in a darkness effect, as they are either 1)magical, or 2)non-magical, both of which are surpressed within the AOE. unless you make a special exception for them.

Most of the posters here are counting those sources as "natural" or "ambient", - while NOT counting any other forms of light. They are (IMHO) adding additional rules.

Jiggy, I feel a spell has effects within it's AOE. that's what the "E" stands for after all. In it's AOE, a darkness effect does two things.
1) it surpresses light sources (both magical, and non-magical).
2) it reduces the light levels.

Light sources do not increase the light level in the AOE of a darkness. The light sources effected in this way - (IMHO) have to be in the AOE to be effected. If they are not in the AOE, only the light is effected.

Liberty's Edge 5/5

nosig wrote:

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.

....

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

Both the FAQ and Jason's response above make use of a term ambient light. They indicate that the Darkness spell lowers the ambient light. What do you believe this is? If you treat all light sources the same, you are basically discarding the entire premise of ambient light.

If all light sources are the same, a Darkness spell cast at noon at your table creates a globe that is dark. At my table, the ambient light outside at noon is bright light, so the spell merely lowers this to normal light.

1/5

Too much complexity. What does the scenario say the lighting in the room/area is? Start from that ligh level and lower it. If it blocks out the sun then why would it even have to state that it lowers the light level? It would just make everything dark unless there was a magical light source which is silly. Think about an orb of darkness on a hot sunny day.

The Exchange 5/5

Will Johnson wrote:
nosig wrote:

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.

....

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

Both the FAQ and Jason's response above make use of a term ambient light. They indicate that the Darkness spell lowers the ambient light. What do you believe this is? If you treat all light sources the same, you are basically discarding the entire premise of ambient light.

If all light sources are the same, a Darkness spell cast at noon at your table creates a globe that is dark. At my table, the ambient light outside at noon is bright light, so the spell merely lowers this to normal light.

ambient light is all light in an area created by sources not in that area.

from From Wikipedia, the free encyclopedia (not that it helps much... but)
Ambient lighting can refer to:
1)Available light in an environment
2)Low-key lighting, a photographic technique using a single key light
3)A type of lighting in computer graphics
It is the combination of light reflections from various surfaces to produce a uniform illumination called the ambient light.

The Exchange 5/5

LOL!
Gentlemen, I am NOT saying that darkness cast in daylight will produce a ball of dark. In fact, my point is, that unless you provide an exception, your way does!

Is the source of the light inside the AOE of the darkness?
no? then it's not effected by the darkness.

Is the light it produces inside the AOE of the darkness?
yes? then it is effected the way light in an area of darkness is effected - it's lowered either one step or two, depending on the spell used.

No special exceptions for different sources.

No need for the judge to rule that sunlight/moonlight etc., or the light from glowing fungus is exempted from this.

Light is light, whereever it comes from.

edit:
"Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness." works on all sources of light within the area of the darkness. If the source is not in the AOE, the source is not effected.

The spell only effects things in it's AOE... after all, that's it's Area of Effect, right?


Robert Matthews 166 wrote:
Too much complexity. What does the scenario say the lighting in the room/area is? Start from that ligh level and lower it.

Bingo.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Robert Matthews 166 wrote:
If it blocks out the sun then why would it even have to state that it lowers the light level?

I'm not aware of anyone ever having claimed that the sun is handled that way. The only time the notion of "pitch black at high noon" comes up is when someone describes someone else's position as "if we take part of your idea but ignore a crucial piece of it then it produces a black globe in broad daylight, therefore your entire position is wrong".

But no one (that I'm aware of) *actually* holds any position that produces that effect.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

nosig wrote:

If the source is not in the AOE, the source is not effected.

The spell only effects things in it's AOE... after all, that's it's Area of Effect, right?

I'm not aware of anyone saying anything different.

If I'm holding a torch and standing 5ft outside the radius of darkness, no one is saying that my torch fails to shed light (though that seems to be what you think one or more people are saying).

You and I (and I think everyone else) agree that if I'm holding a torch 5ft outside the radius of darkness then the part of my torch's radius that overlaps darkness (and only that part) is affected by darkness.

The disagreement is whether that affect is "lower the light level by 1 step" or "it does not increase the light level in the area". But we all agree there's an effect there.

The Exchange 5/5

Ansel Krulwich wrote:
Robert Matthews 166 wrote:
Too much complexity. What does the scenario say the lighting in the room/area is? Start from that ligh level and lower it.
Bingo.

so,

the light level in the cave is Normal light, due to the sunrods the Mooks have around cave walls.
The Tiefling PC casts darkness, resulting in dim light....

but

after the fight, the PCs camp for the night and rest, regaining spells. In a few hours they renew the sunrods (as they only last 6 hours), and are then attacked by Darklings Mooks.

the light level in the cave is Normal, due to the sunrods the PCs have around cave walls.
The Darkling NPC casts darkness, resulting in darkness, as the sunrods now shed no light....

The Exchange 5/5

Jiggy wrote:
nosig wrote:

If the source is not in the AOE, the source is not effected.

The spell only effects things in it's AOE... after all, that's it's Area of Effect, right?

I'm not aware of anyone saying anything different.

If I'm holding a torch and standing 5ft outside the radius of darkness, no one is saying that my torch fails to shed light (though that seems to be what you think one or more people are saying).

You and I (and I think everyone else) agree that if I'm holding a torch 5ft outside the radius of darkness then the part of my torch's radius that overlaps darkness (and only that part) is affected by darkness.

The disagreement is whether that affect is "lower the light level by 1 step" or "it does not increase the light level in the area". But we all agree there's an effect there.

Yes. Looks good to me.

The torch (being outside the AOE of the darkness is uneffected by the spell. The light created by the torch is effected when it is in the area of the darkness. So, if for example, you were using a sunrod (larger area of light), and you were an elf, you could see 60' of normal light from the sunrod. the area that is covered by the darkness would be 40' diameter and would:
1) (IHMO) be dim light, having been dropped one level by the darkness effect.
2) (your opinion?) be dark, as the darkness supresses all light created by magical and non-magical sources in it's AOE (Unless it is created by the Sun/Moon/Stars or other "natural" sources).

did I get it correctly?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Sounds right, yes.

The reason I don't hold to your version is that if the area would normally be dark (say, in a cave), but in the area where my sunrod and darkness overlap it's instead dim light, then my sunrod is increasing the light level in an area of darkness, which is explicitly prohibited.

I fully admit that my interpretation involves having to declare the sun to be a special case. However, my interpretation also fails to explicitly contradict any written rules. I see fabricating a definition for something that's undefined to be a "lesser evil" than contradicting something that is defined. Thus, in the absence of any interpretations (that I'm aware of) which do neither, then I'll choose the "make up my own definition for the undefined nature of sunlight" version over the "explicitly contradicts clear rules" version.

Naturally, if somone else ranks those two methods differently (i.e., better to contradict than to fabricate), then they'll end up picking a different interpretation. Which I can live with.


nosig wrote:


so,
the light level in the cave is Normal light, due to the sunrods the Mooks have around cave walls.The Tiefling PC casts darkness, resulting in dim light....

In the location features for the cave, the scenario writer likely actually wrote, "This underground cave is naturally dark and the tiefling rogues rely on their darkvision to maneuver around."

But it's a contrived example. Maybe the tieflings have some human friends?

"This underground cave is naturally dark but the tieflings are considerate of their human companions and have put up torches and sunrods in common areas."

The cave is still naturally dark.

If the scenario writer didn't state what the natural light level is of the cave, I'd simply rule that the cave is naturally dark because caves are dark. The fact that torches or sunrods are in a room is irrelevant to a cave's natural lighting conditions.

If the scenario writer, in the location features section actually explicitly wrote, "this underground cave's light level is normal light," then the scenario author was probably clueless about caves (because seriously... caves is dark) or has made an error that will cause problems for rules-abiding GMs or has a tactical or strategic reason why the rooms must be considered to be starting from normal light. If it's a home game, I'd fix it. If it's PFS, then I'd have no choice but to run as written (and I'd post feedback in a forum thread about it).

Simple as that.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Ansel Krulwich wrote:

In the location features for the cave, the scenario writer likely actually wrote, "This underground cave is naturally dark and the tiefling rogues rely on their darkvision to maneuver around."

But it's a contrived example. Maybe the tieflings have some human friends?

"This underground cave is naturally dark but the tieflings are considerate of their human companions and have put up torches and sunrods in common areas."

The cave is still naturally dark.

If the scenario writer didn't state what the natural light level is of the cave, I'd simply rule that the cave is naturally dark because caves are dark. The fact that torches or sunrods are in a room is irrelevant to a cave's natural lighting conditions.

If the scenario writer, in the location features section actually explicitly wrote, "this underground cave's light level is normal light," then the scenario author was probably clueless about caves (because seriously... caves is dark) or has made an error that will cause problems for rules-abiding GMs or has a tactical or strategic reason why the rooms must be considered to be starting from normal light. If it's a home game, I'd fix it. If it's PFS, then I'd have no choice but to run as written (and I'd post feedback in a forum thread about it).

Simple as that.

Er... Unless I'm forgetting something, every time a scenario mentions the light level of an area before the PCs get there, a light source is mentioned (usually wall-mounted torches, or big braziers).

So first I thought you were saying that whatever the written light level is would be considered the default light level for an area and be lowered by steps when darkness is cast.

Now it sounds like instead you're saying that you'll figure the ambient light level yourself (usually different from the net light level written into the scenario) and shut down the pre-written light sources if darkness is cast.

So I don't really know what your position is anymore. :/

The Exchange 5/5

Ansel Krulwich wrote:
nosig wrote:


so,
the light level in the cave is Normal light, due to the sunrods the Mooks have around cave walls.The Tiefling PC casts darkness, resulting in dim light....

In the location features for the cave, the scenario writer likely actually wrote, "This underground cave is naturally dark and the tiefling rogues rely on their darkvision to maneuver around."

But it's a contrived example. Maybe the tieflings have some human friends?

"This underground cave is naturally dark but the tieflings are considerate of their human companions and have put up torches and sunrods in common areas."

The cave is still naturally dark.

If the scenario writer didn't state what the natural light level is of the cave, I'd simply rule that the cave is naturally dark because caves are dark. The fact that torches or sunrods are in a room is irrelevant to a cave's natural lighting conditions.

If the scenario writer, in the location features section actually explicitly wrote, "this underground cave's light level is normal light," then the scenario author was probably clueless about caves (because seriously... caves is dark) or has made an error that will cause problems for rules-abiding GMs or has a tactical or strategic reason why the rooms must be considered to be starting from normal light. If it's a home game, I'd fix it. If it's PFS, then I'd have no choice but to run as written (and I'd post feedback in a forum thread about it).

Simple as that.

Sigh... so many things.

In my example, the Tiefling was actually a PC, the Mooks were human (or something that needed light).

My point is, that your statement "What does the scenario say the lighting in the room/area is? Start from that ligh level and lower it." doesn't work because the scenario will often have the light level set by things that darkness will cancel. Sunrods were my example, but it could easily be Everburning Torches set in the walls. The location could be a Cave, or a warehouse, or tent, etc. anything that would normally have a light level of dark. The scenario has it lit with lanterns or torches or whatever. Then the PCs (not the NPCs) cast a darkness effect and you get one result. But if the PCs were lighting the cave/warehouse/tent/whatever with the exact same means that the NPCs were, the darkness effect would be different. Same set-up, different results.

I just like things to work the same for PCs and for NPCs...


2 people marked this as a favorite.

I think people are waaaaay overthinking this.

Liberty's Edge 5/5

1 person marked this as a favorite.

Yup, it all comes down to how you define "ambient light". The definition I use is "the lighting conditions that exist once all forms of artificial light are removed". For the purposes of this definition, artificial light sources include both magical and non-magical forms of lighting.

Does this mean that I'm treating the light from the sun as different than the light of a sunrod? You bet'cha. However, I feel ok in doing this since the game already clearly states that daylight from the sun has special properties, which are not inherent in sunrods and the Daylight spell.

I then do not allow artificial light sources to raise the level of light within the area of a Darkness or Deeper Darkness spell (unless they are a magical source of light with a higher caster level).

If one defines "ambient light" as all light from sources outside a specific area, then tossing a sunrod out of this area would raise the lighting level -- something that does not at all appear to be the intent.

Edit: Corrected misspelling. Left error regarding caster level versus spell level, which Jiggy catches me on below.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Ansel Krulwich wrote:
I think people are waaaaay overthinking this.

You might not still be saying that once you've lost a PC because your GM told you that the thing you brought specifically to deal with darkness doesn't help you at all and you needed something else, or once you've GM'd for a player who now wants a refund/retrain because he thought he needed an expensive/obscure answer to magical darkness but you let somebody else solve it for next to nothing.

The Exchange 5/5

Jiggy wrote:

Sounds right, yes.

The reason I don't hold to your version is that if the area would normally be dark (say, in a cave), but in the area where my sunrod and darkness overlap it's instead dim light, then my sunrod is increasing the light level in an area of darkness, which is explicitly prohibited.

I fully admit that my interpretation involves having to declare the sun to be a special case. However, my interpretation also fails to explicitly contradict any written rules. I see fabricating a definition for something that's undefined to be a "lesser evil" than contradicting something that is defined. Thus, in the absence of any interpretations (that I'm aware of) which do neither, then I'll choose the "make up my own definition for the undefined nature of sunlight" version over the "explicitly contradicts clear rules" version.

Naturally, if somone else ranks those two methods differently (i.e., better to contradict than to fabricate), then they'll end up picking a different interpretation. Which I can live with.

I actually feel that the line:

"Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness."
would only apply to sources of light that are in the area of the darkness. I feel this way for 2 reasons.
1) The darkness has no effect outside of it's AOE.
2) Once light is created, it's light. Not light from a sunrod, or light from a star, or light from glowing mold. Just light.

So I view the statement "Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness." as being the same as "In an area of darkness, nonmagical sources of light (such as torches and lanterns) do not increase the light level." I keep coming back to the spell and getting the following question... Is the source of the light in the area of darkness?
1) yes? it's effected
2) no? it's not effected

Light sources are effected one way, light level another. Darkness has two effects. Supress light sources and lower light levels. It does both these things in it's AOE. (IMHO)

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Will Johnson wrote:
(unless they are a magical source of light with a higher caster level)

Pssssst... Higher spell level, not caster level.


addendum to my previous post: Jiggy, I assure you that I agree with you. nosig, I misread your example. Yes, the tiefling is a PC. Yes, I agree with you that whether the PCs or the NPCs light up a cave that darkness would work the same.

A scenario where a dark cave that is lit by sunrods by its human inhabitants is still a dark cave and when the tiefling PC uses darkness in the sunrod-lit room, the area of the SLA becomes dark. I would argue that the scenario writer is hopefully well-enough experienced in the light/darkness rules and would likely describe the cave at the beginning of the act as "no natural light reaches down here so the cave is naturally dark but some rooms may be lit by torches or sunrods."

That's what I'm saying.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

nosig wrote:
2) Once light is created, it's light. Not light from a sunrod, or light from a star, or light from glowing mold.

What about light from dancing lights versus light from a 5th-level heightened continual flame? Still "just light"?

Quote:
So I view the statement "Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness." as being the same as "In an area of darkness, nonmagical sources of light (such as torches and lanterns) do not increase the light level."

Incorrect. In the former, the location defines parameters of "do not increase the light level", while in the latter, the location defines parameters of both "nonmagical sources of light" and "do not increase the light level". The two are not equivalent.

Quote:
Darkness has two effects. Supress light sources and lower light levels.

Incorrect. Darkness never says anything about suppressing light sources. It says they do not increase the light level. Thus, your separation of "light levels versus light sources" is fabricated.

.....

Just like my definition of sunlight. ;)

The Exchange 5/5

I can see one other difference in the way I would handle light effects from the way Jiggy would (I think).

What would light from a Heightened light spell (at 4th level spell) do to the darkness AOE?

edit: doh! ninja'd!

The Exchange 5/5

I am willing to go back and re-examine how I think the darkness spell works... I don't at this time see that I will change my beliefs, but having Jiggy on the other side of this is making me question them. (even if he doesn't know a good brownie when he sees it). So I'll look into it more after work tonight.

Darkness spell:

Darkness

School evocation [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, M/DF (bat fur and a piece of coal)

Range touch

Target object touched

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

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.

Liberty's Edge 5/5

Jiggy wrote:
Will Johnson wrote:
(unless they are a magical source of light with a higher caster level)
Pssssst... Higher spell level, not caster level.

I definitely meant higher level. Sorry, I was typing that in on my phone during a conference call.

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

nosig wrote:
Light is light, whereever it comes from.

Well, maybe.

Sunlight, starlight, and all non-magical sources of light, yes.

But magical sources of light are magic.

Does the light from a magical spell come from the magic creating light at a specific point (whereupon the light radiates from that point using the normal laws of physics), or does the spell create a magical field which has the effect of creating illumination throughout the field?

There are a lot of magical spells that seem to work the second way, so that does seem to make it plausible that a magical light spell would work in such a fashion (and this ties in with the way daylight and darkness spells interact). But, on the other hand, the fact that a light (or darkness) spell can be blocked simply by placing the enchanted object inside a light-tight container argues for the first interpretation.

TL;DR The rules on light & darkness are overly complex (and possibly inconsistent).

5/5

Minor points:

Spoiler:
Jiggy wrote:
nosig wrote:
2) Once light is created, it's light. Not light from a sunrod, or light from a star, or light from glowing mold.
What about light from dancing lights versus light from a 5th-level heightened continual flame? Still "just light"?

Yes. That's the benefit of the "in the AOE only" definition.

Jiggy wrote:
Quote:
So I view the statement "Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness." as being the same as "In an area of darkness, nonmagical sources of light (such as torches and lanterns) do not increase the light level."
Incorrect. ... The two are not equivalent.

He knows that. That's why he has "So I view... as being the same." The sentence is grammatically ambivalent in the context.

As someone stated, the rules need a rewrite (or a lengthy blog). They are either unclear or wrong, possibly both. In this case, "wrong" means they do not do what the author intended them to do.

There are many corner cases, but essentially three possibilities when there is an area of magical darkness:

  • Non-magical light sources set the ambient level, which darkness modifies. Non-magical light sources cannot raise the light level in an area of darkness, because they must be account for first. The FAQ seems not to support this, but the FAQ is old and needs to be reviewed. The question also references additional sunrods, which this interpretation covers.
  • Light sources outside an area of darkness set the ambient level, which darkness modifies. Light sources cannot raise the light level in an area of darkness, because they must be account for first.
  • Only select, natural, sources of light set the ambient level, which darkness modifies. Light sources cannot raise the light level in an area of darkness, because they cannot penetrate the area of effect of the darkness.

    In all of the above cases, magical light sources are within an area of darkness, or contain the source of darkness within their own area, interact by being suppressed, mutually negating, or overriding the source of darkness. Please read "being suppressed" as failing to raise the light level anywhere; "mutually negating" as both sources have effect on the light level; and "overriding" as the source of darkness failing to lower the light level.

  • 5/5

    The long and short of it is that no one (including Jiggy) is happy with having so many possible interpretations. And almost no one (including Jiggy), likes option 3, which would be the strictest reading of the rules, and the FAQ.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    I'd like to see how well my own interpretation holds up to scrutiny. Can anyone find any rule (or FAQ) that my interpretation contradicts? I already know that my interpretation involves making up a new "rule" for the nature of sunlight, but the nature of sunlight is not defined in the rules anywhere (i.e., they don't tell us whether it's magical, nonmagical, or something special). Thus, I'm filling in a blank, rather than having to throw anything out.

    So as I see it, I'm espousing an interpretation of lighting rules which:
    • Does not contradict any existing rules
    • Does not cause any completely absurd situations (like a globe of blackness at high noon, two torches behaving differently than each other, etc)

    As far as I'm aware, mine is the *only* interpretation which fits both of those conditions. Therefore, until someone can either show me a way in which my interpretation fails in one of those respects (either contradicts an existing rule, or causes a completely absurd situation) or can show me another interpretation which also passes both of those tests, I really have no intellectually-honest choice than to continue with my current stance.

    So please, if anyone can find a "bug" with my interpretation, let me know.

    My take on light and darkness, for reference:
    I take the sun/moon to provide "ambient natural" light (as referenced by the Official FAQ), which is lowered by steps within the radius of a darkness effect. It is not subject to the "X type of light sources do not increase the light level" clauses.

    The sorts of non-"natural" light sources that one might typically find in a room or in the possession of PCs/NPCs (such as sunrods, torches, wayfinders, ioun torches, etc) are completely left out of the calculation of the final light level within the radius of a darkness effect. That is, when darkness is cast and you need to determine the final light level within its radius, your first step (again referencing that same FAQ) is to "default to the ambient natural light level", which means removing all non-"natural" light sources from the equation, and THEN you lower the resulting light level by steps. Just like the FAQ says.

    Nothing outside the area of the darkness effect is affected by it as far as light levels go. That is, if a torch's radius and a darkness radius are overlapping, the part of the torch's radius that's outside the darkness effect is unaffected by said darkness effect. This is because the rules define "within an area of darkness" as the only place where things "do not increase the light level".

    So outside at high noon (bright light from the sun), darkness effects simply lower the light by steps.

    In a cave with torches and whatnot (but no "ambient natural" light, to use the FAQ's terms), the radius of darkness is going to be unaffected by the torches and the final result will be dark (or supernaturally dark, if it's deeper darkness).

    In a forest during the day (normal light from the sun), darkness effects will simply lower the light level.

    On a moonlit night (dim light from the moon) with torches or wayfinders bringing the light up to normal light, the darkness radius will first "default to the ambient natural light level" (dim moonlight, ignoring the torches and such) and then lower the light level by steps from there.

    EDIT:

    Majuba wrote:
    And almost no one (including Jiggy), likes option 3, which would be the strictest reading of the rules, and the FAQ.

    Unless I'm misunderstanding you, option 3 is exactly how I see it.

    Shadow Lodge 2/5

    What about non-magical bioluminescence created by slime/creatures in dark areas? Is that considered "natural"?

    Dark Archive 5/5

    Darkness does not have a radius of effect.

    It has point source, as do all of the light spells we're discussing here.

    (Target: object touched)

    Based on this, and without needing to create a new rule, I agree with nosig's interpretation rather than Jiggy's.

    Needs more FAQ, methinks.

    I find the need to create a rule via FAQ to remove the black globe at noon to be a bug in the interpretation you're advancing, Jiggy.


    The way Jiggy describes it is exactly how I've handled light and darkness.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    TetsujinOni wrote:
    Darkness does not have a radius of effect.
    Darkness wrote:
    This spell causes an object to radiate darkness out to a 20-foot radius.
    TetsujinOni wrote:
    It has point source, as do all of the light spells we're discussing here.
    Light (spell) wrote:
    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius
    Daylight wrote:
    You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.

    Although you're correct that we're talking about touch spells (which I never denied, or said anything to contradict), you're incorrect that they don't have a radius (as shown by the quotes above).

    TetsujinOni wrote:
    Based on this, and without needing to create a new rule, I agree with nosig's interpretation rather than Jiggy's.

    I don't understand how the nature of a radius (even if you had been right) in any way differentiates nosig's interpretation from mine. Neither of us depend on "radius" or other related terminology meaning anything special/specific. So how does the presence or absence of a reference to a radius favor either interpretation over the other? You've completely lost me on that point. Could you explain what you were trying to get at, with a bit more detail? "These spells don't have a radius, therefore distant light sources can raise the light level in an affected area" just reads like nonsense, even if the final conclusion ends up being right.

    TetsujinOni wrote:
    I find the need to create a rule via FAQ to remove the black globe at noon to be a bug in the interpretation you're advancing, Jiggy.

    This presumes that prior to categorizing the sun as a special case, my interpretation would have created the black globe at noon. That's not the case.

    Silver Crusade 2/5 *

    "The sorts of non-"natural" light sources that one might typically find in a room or in the possession of PCs/NPCs (such as sunrods, torches, wayfinders, ioun torches, etc) are completely left out of the calculation of the final light level within the radius of a darkness effect. That is, when darkness is cast and you need to determine the final light level within its radius, your first step (again referencing that same FAQ) is to "default to the ambient natural light level", which means removing all non-"natural" light sources from the equation, and THEN you lower the resulting light level by steps. Just like the FAQ says."

    I find this to be an interpretation, right or wrong, that overpowers a level 2 spell. Admittedly, in underground settings, the result is often the same. But in rooms brightly lit by conventional light, darkness should not be able to dunk it into darkness.


    David Bowles wrote:

    "The sorts of non-"natural" light sources that one might typically find in a room or in the possession of PCs/NPCs (such as sunrods, torches, wayfinders, ioun torches, etc) are completely left out of the calculation of the final light level within the radius of a darkness effect. That is, when darkness is cast and you need to determine the final light level within its radius, your first step (again referencing that same FAQ) is to "default to the ambient natural light level", which means removing all non-"natural" light sources from the equation, and THEN you lower the resulting light level by steps. Just like the FAQ says."

    I find this to be an interpretation, right or wrong, that overpowers a level 2 spell. Admittedly, in underground settings, the result is often the same. But in rooms brightly lit by conventional light, darkness should not be able to dunk it into darkness.

    But that's exactly what this level 2 spell does and has done... For years. For various versions of "the most popular role-playing game." If anything, Pathfinder's version of darkness is actually less powerful than it used to be.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    David Bowles wrote:
    I find this to be an interpretation, right or wrong, that overpowers a level 2 spell. Admittedly, in underground settings, the result is often the same. But in rooms brightly lit by conventional light, darkness should not be able to dunk it into darkness.

    I assume by "brightly lit" you mean "lit up to normal, not actually bright, light"? Because just about every means of actually attaining bright light will not be dunked into darkness by the darkness spell. For that matter, even a room-with-windows at normal light via sunlight will still only go to dim.

    Also, the darkvision spell is also 2nd-level, and is uninhibited by darkness. How is it that a spell which can be "beaten" by another spell of the same level is overpowered?

    Finally, unless we want to petition for the rules to actually be changed, the perceived power level is rather irrelevant - the important part is to determine how it does work, not whether or not we like that determination.

    Dark Archive 5/5

    I guess on further trying to articulate this, I got to a third position! Let's see what people think about this - it starts with what might be a radical departure but seems to wind up with all of the spells acting in a pretty clean fashion, and giving a LITTLE bit back to people who want to dance around the edges of a darkness with sunrods.

    OK, so here's my thinking on the not-an-area-radius. I'm introducing numbers to the discussion for ease of conceptualization, realizing that they have no explicit support in the rules.

    bright 3
    normal 2
    dim 1
    darkness 0
    magical darkness -1

    An object touched for darkness sheds a -1 light level with a minimum resulting light level of 0 (darkness) for 20. This should be interpreted more like an aura than an area spell. Objects within the area affected by that continuous burst which are lower spell level (including non-spell sources) do not shed any light.

    An object touched for deeper darkness sheds -2 light level, minimum -1, for 60 feet.

    Torches shed light level 2 for 20 feet, +1 for 20 more.

    Daylight sheds light level 3. The daylight/darkness overlap area becomes normal or magic sources work in the overlap for this case.

    This system works inside, outside, doesn't care about order of events, and makes the interaction of daylight/darkness/heightened continual flame quite deterministic (which makes me think it'll please the PMG).

    Now to let people pick it apart. (Part of this discussion revolves around "just how tough is darkness supposed to be to beat" - This interpretation makes it less damned frustrating to run, and there's a lot of darkness in PFS, so that's definitely A Thing for me)

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    Ansel Krulwich wrote:
    David Bowles wrote:
    I find this to be an interpretation, right or wrong, that overpowers a level 2 spell. Admittedly, in underground settings, the result is often the same. But in rooms brightly lit by conventional light, darkness should not be able to dunk it into darkness.
    But that's exactly what this level 2 spell does and has done... For years. For various versions of "the most popular role-playing game." If anything, Pathfinder's version of darkness is actually less powerful than it used to be.

    Wow, I just looked up the 3.5 version and you're right, it's actually stronger than my interpretation of the Pathfinder version. In addition to the part about light sources being unable to brighten the area, it gives concealment regardless of darkvision or what the ambient light level is.

    So in 3.5, a 2nd-level spell could make a half-orc squint in a meadow at high noon. Yikes.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    @TetsujinOni: Examples, I think, are necessary for making sure people follow a given interpretation of the light/dark rules.
    So! How does yours do the following?

    1) I'm walking along on a moonlit night (dim light, no sources besides moonlight). I light a torch, bringing it up to normal light. Then I cast darkness. What's the current light level where I'm standing, and why?

    2) I'm in a windowless cave (dark). I light a sunrod (normal, at least nearby). I cast darkness. Following the Official FAQ step by step, what is the final light level where I'm standing, and how do we get there?

    3) I'm in a banquet hall that's 100ft long. There are large windows and it is daytime, putting the hall in normal light. Being a fancy place, there are also spiffy torches and braziers every 10ft (still at normal light). I cast darkness. What's the light level where I'm standing, and why?

    EDIT:

    Answers for my interpretation, for comparison:

    #1) Dark. The torch is out of the picture as we default to ambient natural light (dim). Then we reduce it by 1 step to darkness.

    #2) Dark. The FAQ says that first we default to ambient natural light, so I ignore the sunrod's contribution. Now we're at dark, and we would then move on to the FAQ's second step of reducing the light level by 1 step, but we hit the minimum and stop at dark.

    #3) Dim. All the torchlight where I'm standing is failing to increase the light level, leaving me with the ambient natural light (normal). Darkness reduces it by one step to dim.

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

    Jiggy wrote:

    I'd like to see how well my own interpretation holds up to scrutiny. Can anyone find any rule (or FAQ) that my interpretation contradicts? I already know that my interpretation involves making up a new "rule" for the nature of sunlight, but the nature of sunlight is not defined in the rules anywhere (i.e., they don't tell us whether it's magical, nonmagical, or something special). Thus, I'm filling in a blank, rather than having to throw anything out.

    So as I see it, I'm espousing an interpretation of lighting rules which:
    • Does not contradict any existing rules
    • Does not cause any completely absurd situations (like a globe of blackness at high noon, two torches behaving differently than each other, etc)

    As far as I'm aware, mine is the *only* interpretation which fits both of those conditions. Therefore, until someone can either show me a way in which my interpretation fails in one of those respects (either contradicts an existing rule, or causes a completely absurd situation) or can show me another interpretation which also passes both of those tests, I really have no intellectually-honest choice than to continue with my current stance.

    I do not share your belief that the definition of "ambient light" as being the light produced by light sources outside the area of effect of the spell (either all light sources, or just non-magical ones) obviously contradicts any existing rule unless you hold the wording of those rules to a much stricter standard of grammar than is seen in many other parts of the rule set.

    I prefer to view that wording as being insufficiently precise to unambiguously exclude that interpretation. This means that I don't have to special-case sunlight, etc., but still end up with an interpretation that does not cause any completely absurd situations.

    The Exchange 5/5

    Jiggy wrote:

    @TetsujinOni: Examples, I think, are necessary for making sure people follow a given interpretation of the light/dark rules.

    So! How does yours do the following?

    1) I'm walking along on a moonlit night (dim light, no sources besides moonlight). I light a torch, bringing it up to normal light. Then I cast darkness. What's the current light level where I'm standing, and why?

    2) I'm in a windowless cave (dark). I light a sunrod (normal, at least nearby). I cast darkness. Following the Official FAQ step by step, what is the final light level where I'm standing, and how do we get there?

    3) I'm in a banquet hall that's 100ft long. There are large windows and it is daytime, putting the hall in normal light. Being a fancy place, there are also spiffy torches and braziers every 10ft (still at normal light). I cast darkness. What's the light level where I'm standing, and why?

    EDIT:
    ** spoiler omitted **

    where is the light source in relation to the darkness? This is esp. important for #2 because the sunrod sheds light in a 30' radius, but the darkness only reduces it for 20' radius.

    Dark Archive 5/5

    1> Depends on the geometry of the torch and the object with darkness cast on it. Without moving any objects beyond what you've described, current light level would be 0 (darkness).

    If the torch is at a point within 20' of the darkness shedding object, then it will not shed light, and the area within 20' of the darkness will be at darkness.

    If the torch is moved more than 20 feet from the darkness shedding object, it will increase the light level to normal before the darkness reduces it to dim in overlap areas. I'll draw this up, probably using Maptool, later. (I realize this is divergent from your cases. I believe that divergence is supported by reading this as a set of interacting auras, thus this discussion). In this model, darkness doesn't have a filtering edge, it has an edge where it stops darkenening enough to affect light levels.

    2> Again, it depends on the relative locations of the objects shedding light and darkness, but largely the same answer as in 1... with the caveat that the light level adjustment might look very odd with the cutout for the darkness in certain geometries.

    3> And again. This one particularly gets weird with relative locations. Looks like most of the area will be dim (due to the maximum function applied on torches and braziers 'normal' illumination).

    For all cases, I am applying light levels first, then darkness adjustments, as is my recollection of the order specified in the FAQ. I'll recheck that when I draw stuff up.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    TetsujinOni wrote:
    ...seems to wind up with all of the spells acting in a pretty clean fashion
    TetsujinOni wrote:

    > Depends on the geometry of the torch and the object with darkness cast on it.

    .....
    2> Again, it depends on the relative locations... with the caveat that the light level adjustment might look very odd with the cutout for the darkness in certain geometries.

    3> And again. This one particularly gets weird with relative locations.

    -_-'

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    nosig wrote:
    where is the light source in relation to the darkness? This is esp. important for #2 because the sunrod sheds light in a 30' radius, but the darkness only reduces it for 20' radius.

    Everything described as something I did is centered in my square, seeing as everything is range: touch.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    JohnF wrote:

    I do not share your belief that the definition of "ambient light" as being the light produced by light sources outside the area of effect of the spell (either all light sources, or just non-magical ones) obviously contradicts any existing rule unless you hold the wording of those rules to a much stricter standard of grammar than is seen in many other parts of the rule set.

    I prefer to view that wording as being insufficiently precise to unambiguously exclude that interpretation. This means that I don't have to special-case sunlight, etc., but still end up with an interpretation that does not cause any completely absurd situations.

    "X type of light sources do not increase the light level in an area of darkness" means exactly one thing. There is not a secondary "standard of grammar" that causes it to mean something else, or to be imprecise.

    However, I'm not here to give lessons on sentence diagramming, so if your interpretation of the rules is based on believing a sentence does not mean what it says (though I will grant you that *occasionally* that happens in Pathfinder rules), then we're at the point of "agree to disagree" until such time as more text (be it additional FAQ or new designer commentary regarding the intent) is added to the situation.

    EDIT: Actually, I just had another idea that might be worth a shot, so I'll give it a go:
    I'll describe a series of events under your interpretation. All references to light level refer to where I'm standing. Tell me which of the following is either incorrect or could have a different meaning, like you were talking about:
    1) I'm standing in a very big, dark cave. (light level where I'm standing: dark)
    2) I cast darkness on my belt buckle, emanating 20ft. (LL: dark)
    3) Just outside my darkness spell, my buddy lights a sunrod, shedding normal light in a 30ft radius. (LL: dim)
    4) The dim light I'm in now is a higher LL than the dark I was in a second ago.
    5) The sunrod is responsible for the increase described in #4.
    6) The increase described in #4 is taking place within the area of darkness.
    7) Therefore, the sunrod has increased the light level within the area of darkness.
    8) Darkness says a sunrod can't increase the light level within the area of darkness.
    9) Lines 7 and 8 are mutually-exclusive.
    10) If #7 and 8 are mutually-exclusive, and #8 is a rule, then that which produced #7 is contradicting a rule.

    Okay. So where did I go wrong, according to you?

    Dark Archive 5/5

    Jiggy wrote:


    However, I'm not here to give lessons on sentence diagramming, so if your interpretation of the rules is based on believing a sentence does not mean what it says (though I will grant you that *occasionally* that happens in Pathfinder rules), then we're at the point of "agree to disagree" until such time as more text (be it additional FAQ or new designer commentary regarding the intent) is added to the situation.

    This is where I'm at currently. I'm curious what my picture-drawing will show me later based on the aura-interaction approach.

    The Exchange 5/5

    Jiggy wrote:
    Ansel Krulwich wrote:
    David Bowles wrote:
    I find this to be an interpretation, right or wrong, that overpowers a level 2 spell. Admittedly, in underground settings, the result is often the same. But in rooms brightly lit by conventional light, darkness should not be able to dunk it into darkness.
    But that's exactly what this level 2 spell does and has done... For years. For various versions of "the most popular role-playing game." If anything, Pathfinder's version of darkness is actually less powerful than it used to be.

    Wow, I just looked up the 3.5 version and you're right, it's actually stronger than my interpretation of the Pathfinder version. In addition to the part about light sources being unable to brighten the area, it gives concealment regardless of darkvision or what the ambient light level is.

    So in 3.5, a 2nd-level spell could make a half-orc squint in a meadow at high noon. Yikes.

    there was also the problem that in 3.5 the darkness spell was regularly used to provide light (dim light) in caves, as darkness shed dim light...

    The Exchange 5/5

    1 person marked this as a favorite.

    you know, I don't really care how it's done - I've played thru every change from old D&D till today, and had to shift my understanding of the spell each time I changed games (often each time I changed judges). This is just one more time I need to adapt.

    I just wish I knew before I sat down how the judge was going to run it, (and that he will run it the same thru the entire adventure). This is just one of many things that shifts from judge to judge - and results in vastly different games depending on how the judge runs it. One table will have multiple deaths, where the next will have a speed bump. and the outcome is only slightly effected by the actions of the PCs. It often doesn't matter how prepared you are.

    rant ... with a minor spoiler maybe...:

    I resently played a game where the monsters cast darkness into the center of our party during the surprise round. Does this mean they had gotten an invisible caster in out midst? or were they casting the spell at range? Was it even a spell? (we didn't detect any spell casting, even with a perception check of 35+). The first time this occured it was a bit of a shock, but a daylight, and PCs with darkvision were able to "fix" it. We never did figure out how it had been cast...
    The second time it occured (in the same game), it seems the spell was a heightened deeper darkness, and again cast into the center of the party, again during the surprise round. I beleave it was a heightened DD (though it only had a 20' radius) because it overpowered the daylight preventing it from sheding any light, AND blocked the Darkvision of all the PCs (but strangly enough, not that of the monsters). Was this caused by the judge not understanding how magical darkness works? by the author not understanding? by the PCs? or all three?

    1/5

    3 people marked this as FAQ candidate. 1 person marked this as a favorite.

    Light needs an entire FAQ blog post. It's the only form of communication Paizo has that is big enough to handle all the ins and outs of lighting. There should have been an entire section in the CRB devoted to it.

    5/5

    Jiggy wrote:
    Majuba wrote:
    And almost no one (including Jiggy), likes option 3, which would be the strictest reading of the rules, and the FAQ.
    Unless I'm misunderstanding you, option 3 is exactly how I see it.

    I think you figured out what I meant, given:

    Jiggy wrote:
    the important part is to determine how it does work, not whether or not we like that determination.

    To be clear, I didn't mean that you didn't see the rules as they are written indicating it worked that way. I meant you didn't like that determination.

    That's important. If virtually no one likes that determination (i.e. that you can almost never ever ever see inside/underground when deeper darkness is cast), then Fun is being lost and a change is needed.

    In my opinion, option #2 is required to avoid extreme frustration, and is a legitimate interpretation of the rules and FAQ. I also, now, believe that option #1 is a legitimate interpretation of the rules, given the undefined nature of "ambient light".

    Options:

    Spoiler:
  • #1 Non-magical light sources set the ambient level, which darkness modifies. Non-magical light sources cannot raise the light level in an area of darkness, because they must be account for first. The FAQ seems not to support this, but the FAQ is old and needs to be reviewed. The question also references additional sunrods, which this interpretation covers.
  • #2 Light sources outside an area of darkness set the ambient level, which darkness modifies. Light sources cannot raise the light level in an area of darkness, because they must be account for first.
  • #3 Only select, natural, sources of light set the ambient level, which darkness modifies. Light sources cannot raise the light level in an area of darkness, because they cannot penetrate the area of effect of the darkness.
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