Reference for Light and Darkness in PFS


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1/5

I just threw up a thread in the rules forum asking for a FAQ blog on the issue of lighting in general and the darkness/deeper darkness spells. If you all have something to add to it please stop by and post. Hopefully the Dev team will see it and give us a nice big FAQ blog on the issues, including the FAQ requests that Jiggy asked for.

Silver Crusade 2/5 *

Double light-dunk is this argument from earlier:

"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."

By this interpretation, darkness can turn a normally or even brightly lit room lit by normal means dark. Bullocks. It suppress light partially in one area, and no amount of sunrods negate that level of suppression, but the suppression can never be more than one step.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

David Bowles wrote:
The Sun is nonmagical light, agreed?

No, not agreed.

It's never defined. Maybe it's magical (maybe even Supernatural so it doesn't even have a spell level), or maybe it's nonmagical.

Or maybe, not all light has to fit into the two categories that darkness shuts down.

It's been my experience in this and many other threads that in the end, once someone has gotten to the point of finally reading and grasping all the relevant text, their final interpretation of light/dark issues depends on a single point: what assumptions they make about sunlight.

If someone makes the assumption that it's what darkness is talking about when it says "Nonmagical sources of light, such as torches and lanterns"; then they have that line shutting down the sun and always defaulting to total darkness and making the "down 1 step" function meaningless, so then they go and try to reinterpret other things to make that not happen.

If someone makes the assumption that the sun, being undefined, does not fall into either of the categories described by darkness, then you get a different result entirely.

Silver Crusade 2/5 *

Well what I'm saying is that darkness does indeed affect sunlight and torchlight and braziers, etc, but only to the magnitude that spell specifically states.

The room is light to a normal level by some cultists braziers. The room before anything is cast is at normal level. So if someone throws darkness, there will be an area where the light is decreased a step where it cannot be increased.

Say we wanted to brightly light a corner of the room. We throw a whole bag of sunrods over in the corner with no special effects. The corner becomes brightly light. If we throw the whole bag of sun rods into the area affected by darkness, then nothing happens and it remain dim, since they can't increase the light level in an area of darkness.

However, let's say we are at Bob's sun rod emporium. The whole room is covered in sunrods, making the room light level brightly lit. A darkness spell only lowers the emporium to normal; ie the one step it gets. Bringing more and more sunrods into that normal area won't get it brightly lit again, but the darkness does not negate every sunrod in the emporium. The sunrods set the default light level, and then that gets lowered by darkness.

This makes darkness have the most efficacy in an underground/torchlight scenario, would sounds about right to me.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

@David: Okay, so what happens if I carry the only light source out of the darkness and then carry it back in again?

What if there's currently a sunrod in the area, then I light a new sunrod in the area? Now I have two identical items in the same place, doing different things.

What if I start in a dark room, then light a sunrod (increasing the light level to normal), then cast darkness? The area of darkness is at a higher light level than it would be if there were no sunrod, so how can we not be in violation of "do not increase the light level"?

There's an Official FAQ on darkness which says "it automatically defaults to the ambient natural light level, and then reduces it one step". What are we doing when we "default to the ambient natural light level"? It's pretty obviously something different than "and then reduces it one step". So what is it?

It's hard for me to accept an interpretation that flatly contradicts explicit rules/FAQs when there's an alternative which, despite dealing with some undefined terms, at least does not contradict anything.

The Exchange 5/5

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Jiggy wrote:
David Bowles wrote:
The Sun is nonmagical light, agreed?

No, not agreed.

It's never defined. Maybe it's magical (maybe even Supernatural so it doesn't even have a spell level), or maybe it's nonmagical.

Or maybe, not all light has to fit into the two categories that darkness shuts down.

It's been my experience in this and many other threads that in the end, once someone has gotten to the point of finally reading and grasping all the relevant text, their final interpretation of light/dark issues depends on a single point: what assumptions they make about sunlight.

If someone makes the assumption that it's what darkness is talking about when it says "Nonmagical sources of light, such as torches and lanterns"; then they have that line shutting down the sun and always defaulting to total darkness and making the "down 1 step" function meaningless, so then they go and try to reinterpret other things to make that not happen.

If someone makes the assumption that the sun, being undefined, does not fall into either of the categories described by darkness, then you get a different result entirely.

actually, I have my final interprtation - but it does not fall into the bolded part above. I feel that darkness effects will effect lights and light sources in it's area of effect. Light sources outside of the AOE are what creates the "background" light level.

darkness has two effects:
1) It supresses light sources.
2) It reduces the light level.

It does these two things inside it's area of effect.

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.

Bolding mine.

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

I feel that this applies only in the area of the darkness. This does not require a new type of light to be invented, or to class all light sources as one of two or more types.

Light sources are either magical, or non-magical. They are either 'A' or 'not-A'. They are not 'A' or 'not-A' or 'not A and not not-A'.

The Sun is either magical or non-magical and the light from it is reduce one step by the spell darkness and two steps by deeper darkness.

Simple. And it doesn't require a judges call on each light source to determine if it is 'A' or 'not-A' or 'not A and not not-A'.

A darkness effect does two things:
1) It supresses light sources.
2) It reduces the light level.

It does these two things inside it's area of effect.

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

I beleave you are reading this as saying...
"Nonmagical sources of light, no matter thier location, do not increase the light level in an area of darkness."

I on the other hand am reading this as "Nonmagical sources of light in the area of the darkness, do not increase the light level."

The first reading requires the sun to be classed as 'not A and not not-A', thus opening the gate for other sources of light that are not magical and not non-magical. Requireing a judges call for each.

The second reading requires no judges call, and works for all cases I have seen quoted.

The Exchange 5/5

More importantly is the first bolded line of the spell.

" This darkness causes the illumination level in the area to drop one step,"

Classing the sun as a "special" case would require this line to read as follows...

"This darkness causes the illumination level from non-magical sources & magical sources of a lower level, in the area to drop one step,"

Huh? I can not even word it right.

Basicly the line " This darkness causes the illumination level in the area to drop one step," no longer has meaning - as it only applies to illumination from magical sources of a higher level, and illumination from "special" "other" types of sources. The one source put in this type is the sun - and any other source the judge feels should be included today.

edit: changed trying to fix wording.

The illumination level in an area comes from light sources. I feel these light sources are of two types. Magical and Non-Magical. Basicly, a light source is either magical or non-magical. I do not feel there is a third type (even with the followin line from Lantern Archon - "Lantern archons light many settlements in the celestial realms in lieu of mundane or magical illumination".).

The Exchange 5/5

Lab_Rat wrote:
I just threw up a thread in the rules forum asking for a FAQ blog on the issue of lighting in general and the darkness/deeper darkness spells. If you all have something to add to it please stop by and post. Hopefully the Dev team will see it and give us a nice big FAQ blog on the issues, including the FAQ requests that Jiggy asked for.

I went looking for this thread on the rules forum... but I seem to have missed it. What's the title? or give a link? so I can go FAQ it...

Silver Crusade 2/5 *

To me, a single sunrod does not change the ambient light level. The ambient light level in a cave is darkness. The ambient light level in Bob's Sunrod Emporium is bright light. I refuse to implement interpretations of darkness that override ambient conditions without a *specific* ruling that states this to be the case. I think ambient conditions can arise from natural, unnatural and supernatural sources. All should be treated equally for establishing ambient light.

Without a RAW definition of ambient light, the FAQ does not clear much up. I'm using ambient light as the prevailing conditions in whatever room or cave the PC party is in. Regular cave? Ambient is darkness. Glowing moss? Ambient is dim. Cave with multiple bright braziers? Ambient is normal. I don't know what they were intending by "natural" ambient, and at this point, without further clarification, I don't care.

The spell darkness works just fine with this interpretation. It completely blacks out your standard level 3-4 group in dark or dim caves. The moss scenario won't help because the dim ambient goes to darkness and no mundane light helps. That's a crazy strong spell right there, since there are no 2nd level light spells to my knowledge. The spell can take regular light and give 20% concealment via dim light to a group of critters. There's no mechanical reason to make darkness more powerful than that.

I don't see the hubub over the sun. On a sunny day, outside, darkness makes a patch of normal light conditions. What's the big deal? Why wouldn't sunlight be subject the effects of darkness exactly?

1/5

nosig wrote:
Lab_Rat wrote:
I just threw up a thread in the rules forum asking for a FAQ blog on the issue of lighting in general and the darkness/deeper darkness spells. If you all have something to add to it please stop by and post. Hopefully the Dev team will see it and give us a nice big FAQ blog on the issues, including the FAQ requests that Jiggy asked for.
I went looking for this thread on the rules forum... but I seem to have missed it. What's the title? or give a link? so I can go FAQ it...

I don't know if the FAQ system is the right way to do it. I have not postulated a question for the FAQ. However, you are welcome to click the FAQ as it is probably the best way of drawing attention to the request.

link

Silver Crusade 2/5 *

Yeah, they need to clarify this, because if they go with the more empowering interpretations of the darkness series, I'll have to get blindfighting for more characters I think.

The Exchange 5/5

David, I beleave that a number of people have a problem with the line in the spell that reads:
"Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness."
They are reading this to mean,
That if the light in an area comes from a source that is a "normal" mundane light source (like torches/lanterns/sunrods/etc.) that it does not light the area of the darkness effect, even if that source is outside the area of the darkness effect. So ... if you class the sun as a "normal" source - then it doesn't raise the light level in the area of the darkness effect.

SO... they feel this is wrong - and they fix it by creating another form of light source. One that is not magical (which you can boost a darkness effect to be higher level than), and not "natural" (which would be surpressed by their interpretation of the line "Nonmagical sources of light...").

I think "the fix" is unneeded for the reasons I detailed above.

The Exchange 5/5

Lab_Rat wrote:
nosig wrote:
Lab_Rat wrote:
I just threw up a thread in the rules forum asking for a FAQ blog on the issue of lighting in general and the darkness/deeper darkness spells. If you all have something to add to it please stop by and post. Hopefully the Dev team will see it and give us a nice big FAQ blog on the issues, including the FAQ requests that Jiggy asked for.
I went looking for this thread on the rules forum... but I seem to have missed it. What's the title? or give a link? so I can go FAQ it...

I don't know if the FAQ system is the right way to do it. I have not postulated a question for the FAQ. However, you are welcome to click the FAQ as it is probably the best way of drawing attention to the request.

link

Sorry LabRat - I can't get your link to work - maybe it's my work blocking it...

1/5

It's your work probably. The thread title is:
"Lighting and the effects of darkness spells"

Grand Lodge 2/5 RPG Superstar 2012 Top 32

The "only light sources within a darkness radius are suppressed by it" interpretation is one I disagree with, but it is one which, near as I can tell, does not clearly violate any written rules/FAQs and is therefore legal for PFS. I would not have any problem with a GM running it that way at a table I was playing in.

Silver Crusade 2/5 *

nosig wrote:

David, I beleave that a number of people have a problem with the line in the spell that reads:

"Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness."
They are reading this to mean,
That if the light in an area comes from a source that is a "normal" mundane light source (like torches/lanterns/sunrods/etc.) that it does not light the area of the darkness effect, even if that source is outside the area of the darkness effect. So ... if you class the sun as a "normal" source - then it doesn't raise the light level in the area of the darkness effect.

SO... they feel this is wrong - and they fix it by creating another form of light source. One that is not magical (which you can boost a darkness effect to be higher level than), and not "natural" (which would be surpressed by their interpretation of the line "Nonmagical sources of light...").

I think "the fix" is unneeded for the reasons I detailed above.

That, to me, seems beyond the scope of a 2nd level spell. My reading is that none of these things improve the light level in the darkness area, because they don't meet the higher level light spell condition. However, I don't think this means that darkness shuts down non-magical ambient light sources. Darkness gets its one step that can't be altered by normal means, but it doesn't get to trump the ambient light sources completely.

The whole thing is very poorly worded. No, the sun doesn't get to "raise" the light level in darkness, but the sun sets the ambient at brightly lit before darkness comes into play. Ambient light sets the bar from which darkness acts upon. These other interpretations massively overpower the spell. It already completely hoses level 3-4 groups in dim ambient light. What else do people want?

Deeper Darkness, which is far, far worse, plunges *normal* lighting conditions into darkness and makes dim supernaturally dark. It should not be able to take brightly light rooms and make them supernaturally dark. That's too strong for a 3rd level spell.

The Exchange 5/5

Jiggy wrote:
The "only light sources within a darkness radius are suppressed by it" interpretation is one I disagree with, but it is one which, near as I can tell, does not clearly violate any written rules/FAQs and is therefore legal for PFS. I would not have any problem with a GM running it that way at a table I was playing in.

lol! actually I would say it as "darkness can only effect a light source within it's area of effect". In fact, I would say "darkness only has effects within it's area of effect".

A darkness effect does two things:
1) It supresses light sources.
2) It reduces the light level.

and it does those things in it's AOE.

Silver Crusade 2/5 *

For lighting in general we are stuck with the whims of DMs. Kind of makes it hard to plan in that regard.

Silver Crusade 2/5 *

1 person marked this as a favorite.

"A darkness effect does two things:
1) It supresses light sources.
2) It reduces the light level."

So, to me, the steps to take are:

1) DM establishes ambient light level
2) Apply the light level reduction
3) Suppress attempts to modify this modification to the light level

Sunrods outside the darkness effect, unless they are numerous enough to function as "ambient light" as in Bob's Emporium, can't assist in the area affected by darkness. I think that's a fair power level for darkness.

The Exchange 5/5

David Bowles wrote:
nosig wrote:

David, I beleave that a number of people have a problem with the line in the spell that reads:

"Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness."
They are reading this to mean,
That if the light in an area comes from a source that is a "normal" mundane light source (like torches/lanterns/sunrods/etc.) that it does not light the area of the darkness effect, even if that source is outside the area of the darkness effect. So ... if you class the sun as a "normal" source - then it doesn't raise the light level in the area of the darkness effect.

SO... they feel this is wrong - and they fix it by creating another form of light source. One that is not magical (which you can boost a darkness effect to be higher level than), and not "natural" (which would be surpressed by their interpretation of the line "Nonmagical sources of light...").

I think "the fix" is unneeded for the reasons I detailed above.

That, to me, seems beyond the scope of a 2nd level spell. My reading is that none of these things improve the light level in the darkness area, because they don't meet the higher level light spell condition. However, I don't think this means that darkness shuts down non-magical ambient light sources. Darkness gets its one step that can't be altered by normal means, but it doesn't get to trump the ambient light sources completely.

The whole thing is very poorly worded. No, the sun doesn't get to "raise" the light level in darkness, but the sun sets the ambient at brightly lit before darkness comes into play. Ambient light sets the bar from which darkness acts upon. These other interpretations massively overpower the spell. It already completely hoses level 3-4 groups in dim ambient light. What else do people want?

Deeper Darkness, which is far, far worse, plunges *normal* lighting conditions into darkness and makes dim supernaturally...

an interesting view. Not one that I beleave will work with the spells as they are currently written, and not one that I have ever had a judge rule with... but heck, if your my judge I'll work with it. In a home game I could even build on it and utilize it to my PCs advantage...

In PFS we are trying to reduce YMMV. What works one way for one judge should work the same for the next. I beleave the best way to do this is to reduce "Judges Calls" when we can.

Silver Crusade 2/5 *

Yes, I agree, but the text "ambient light" I think puts in DM ruling right there. I also look at the viability of rulings in terms of game balance as well. And as I said, whether or not my interpretation is what they meant, the very generous interpretations make this 2nd level spell far too strong.

The Exchange 5/5

David Bowles wrote:

"A darkness effect does two things:

1) It supresses light sources.
2) It reduces the light level."

So, to me, the steps to take are:

1) DM establishes ambient light level
2) Apply the light level reduction
3) Suppress attempts to modify this modification to the light level

Sunrods outside the darkness effect, unless they are numerous enough to function as "ambient light" as in Bob's Emporium, can't assist in the area affected by darkness. I think that's a fair power level for darkness.

"1) DM establishes ambient light level"

this to me sounds like "we are stuck with the whims of DMs" and not what we want in an Organized Play game.

"3) Suppress attempts to modify this modification to the light level"
I do not understand this.

The spell darkness says it does two things.
1) It supresses light sources.
2) It reduces the light level.
That's what the spell says it does....

so, to me, it works like this.

darkness effect is generated.
1. Surpress all mundain light sources in the AOE. Surpress all magical light sources of the same level or lower that are in the AOE.
2. Reduce the light level in the area by one step.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

David Bowles wrote:

That, to me, seems beyond the scope of a 2nd level spell. ....

What else do people want?

.....

That's too strong for a 3rd level spell.

With respect, our opinions on power level don't always matter.

We're talking about PFS, and that means we run things as written, including Official FAQ entries. The text is binding.

In cases where the rules are silent on something (for instance, what type of light source the sun is), we are free to make interpretations, and those interpretations can be informed by our sense of game balance. But whatever IS defined in the rules/FAQ, we are required to follow regardless of what we think a spell of X level "should" be doing.

You can make your own interpretations on what it means to default to the natural ambient light, but you still have to do it prior to reducing the light level by steps. The former is undefined and therefore up to interpretation; the latter is non-negotiable.

You can make your own interpretations of whether "in the area" qualifies "sources of light" or just "raises the light level", but you still have to apply that rule whether you like it or not. The former requires the reader to speculate between two possible readings; the latter is not optional.

There's always going to be something that you think is too powerful (*cough*summoners*cough*), but you don't get to just throw it out. We're adults who can handle having to do something someone else's way sometimes.

Silver Crusade 2/5 *

"darkness effect is generated.
1. Surpress all mundain light sources in the AOE. Surpress all magical light sources of the same level or lower that are in the AOE.
2. Reduce the light level in the area by one step."

I reverse these steps. I reduce the light level, and then suppress attempts to modify this new light level within the area of effect. Darkness, the way I read it, does not get to suppress all the light sources that make up ambient light and THEN reduce the light level. It reduces it and then suppresses attempts to change this reduction.

@Jiggy. My interpretation of darkness gives it its one step of light reduction. No more, no less. And until they explicitly say it has a way to drop normal-level ambieng light down to darkness, it's not going to in my games.

The Exchange 5/5

David Bowles wrote:
Yes, I agree, but the text "ambient light" I think puts in DM ruling right there. I also look at the viability of rulings in terms of game balance as well. And as I said, whether or not my interpretation is what they meant, the very generous interpretations make this 2nd level spell far too strong.

"Ambient light" is the light level in an area from sources outside the area.

As I am playing/judging in PFS, I am required to abide by the rules, and can not alter them due to what I (or someone other than the GM - that would be Mike B. right now) feel is best for "game balance". I don't make "game balance" decisions in PFS, just in my home game.

Silver Crusade 2/5 *

I'll make game balance decisions where they have left the door open.

The Exchange 5/5

David Bowles wrote:

"darkness effect is generated.

1. Surpress all mundain light sources in the AOE. Surpress all magical light sources of the same level or lower that are in the AOE.
2. Reduce the light level in the area by one step."

I reverse these steps. I reduce the light level, and then suppress attempts to modify this new light level within the area of effect. Darkness, the way I read it, does not get to suppress all the light sources that make up ambient light and THEN reduce the light level. It reduces it and then suppresses attempts to change this reduction.

@Jiggy. My interpretation of darkness gives it its one step of light reduction. No more, no less. And until they explicitly say it has a way to make normal light down to darkness, it's not going to in my games.

AH! (a light dawns) Now I see what you are saying.

Ok...
you are reversing the order of my #1 and #2 to fit the order they appear in the spell write up...

1. Reduce the light level in the area by one step.

2. Surpress all mundain light sources in the AOE. Surpress all magical light sources of the same level or lower that are in the AOE.

ok... but what if the only light in the AOE comes from those sources? The ones that are now surpressed?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

David Bowles wrote:

"darkness effect is generated.

1. Surpress all mundain light sources in the AOE. Surpress all magical light sources of the same level or lower that are in the AOE.
2. Reduce the light level in the area by one step."

I reverse these steps. I reduce the light level, and then suppress attempts to modify this new light level within the area of effect.

The FAQ explicitly puts the steps in the order nosig states. To intentionally reverse them is beyond your authority in PFS Organized Play. The FAQ is binding. Overturning it as a table GM is illegal.

Silver Crusade 2/5 *

"ok... but what if the only light in the AOE comes from those sources? The ones that are now surpressed?"

Then the PCs better be good at blindfighting. What you describe is something like a cave, where the PCs brought their torches. The ambient light is "darkness". A cultist cave with a dozen braziers would be "dim" or "normal" depending on spacing and size of braziers.

So, yeah, if you have the time to set up light 20 sunrods around a room, and then lure the critters into it, I'd let that be "normal" ambient light and the darkness can only dunk it to "dim". But seriously, how is that going to happen in PFS? Darkness, even with my version, is still the shaft is many cases.

The Exchange 5/5

David Bowles wrote:
I'll make game balance decisions where they have left the door open.

Please don't.

.... I was going to give so many examples of why this is a problem, that it started to turn into a wall of text.

Let me leave it at that first line.

Please don't do this.

Silver Crusade 2/5 *

No I'm adding a step.

1) Determine ambient light level. This is stuff NOT IN THE AOE of the spell.

2) Reduce ambient one step.

3) Suppress light sources within the AOE; ie this reduction can't be undone by normal means.

"1. Surpress all mundain light sources in the AOE. Surpress all magical light sources of the same level or lower that are in the AOE. "

This line from the FAQ does not contradict my step 1 in anyway, since those sources are outside the AoE.

The Exchange 5/5

David Bowles wrote:

"ok... but what if the only light in the AOE comes from those sources? The ones that are now surpressed?"

Then the PCs better be good at blindfighting. What you describe is something like a cave, where the PCs brought their torches. The ambient light is "darkness". A cultist cave with a dozen braziers would be "dim" or "normal" depending on spacing and size of braziers.

So, yeah, if you have the time to set up light 20 sunrods around a room, and then lure the critters into it, I'd let that be "normal" ambient light and the darkness can only dunk it to "dim". But seriously, how is that going to happen in PFS? Darkness, even with my version, is still the shaft is many cases.

the above 20 sunrod example is going to happen whenever the judge tells me that the "magic number" is 20.

They last 6 hours.
They weight 1 pound each.
They cost 2 gp.
20? heck, 20 can be carried by an Unseen Servant -
I'll go with 40 just to be on the safe side...

The Exchange 5/5

David Bowles wrote:

No I'm adding a step.

1) Determine ambient light level. This is stuff NOT IN THE AOE of the spell.

2) Reduce ambient one step.

3) Suppress light sources within the AOE; ie this reduction can't be undone by normal means.

"1. Surpress all mundain light sources in the AOE. Surpress all magical light sources of the same level or lower that are in the AOE. "

This line from the FAQ does not contradict my step 1 in anyway, since those sources are outside the AoE.

ah... isn't this exactly what I have been saying from the start?

now I'm confused...

I just do 1&2 together....

Silver Crusade 2/5 *

But you usually don't know a priori when and where the encounters will be. But, hey, if you want to set up 40 sunrods in every room to get it to "normal" light, be my guest. Deeper Darkness will still get you down to "darkness", chief.

The Exchange 5/5

David Bowles wrote:
But you usually don't know a priori when and where the encounters will be. But, hey, if you want to set up 40 sunrods in every room to get it to "normal" light, be my guest. Deeper Darkness will still get you down to "darkness", chief.

"darkness" is workable with darkvision -

Several of my PCs currently burn more than 150 gp in consumables each hour in a 'crawl, 40gp in sunrods would be a less than a single anti-toxin. AND they last 6 hours. So 20 at the start of the 'crawl and drag them from room to room.

Add to this that often I run an Alchemist who would be makeing the sun-rods for 1/3 cost.... but heck, I'll just tosh them outside the AOE. That way they light back into the area.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

David Bowles wrote:

1) Determine ambient light level. This is stuff NOT IN THE AOE of the spell.

.....

This line from the FAQ does not contradict my step 1 in anyway, since those sources are outside the AoE.

Wait... So are you saying that if Bob's Sunrod Shop is small enough that the darkness radius fills the room completely, then it'd go all the way down to "dark"?

If so, then I've been misunderstanding you for quite a while.

Silver Crusade 2/5 *

nosig wrote:
David Bowles wrote:

No I'm adding a step.

1) Determine ambient light level. This is stuff NOT IN THE AOE of the spell.

2) Reduce ambient one step.

3) Suppress light sources within the AOE; ie this reduction can't be undone by normal means.

"1. Surpress all mundain light sources in the AOE. Surpress all magical light sources of the same level or lower that are in the AOE. "

This line from the FAQ does not contradict my step 1 in anyway, since those sources are outside the AoE.

ah... isn't this exactly what I have been saying from the start?

now I'm confused...

I just do 1&2 together....

Maybe it's what you're saying. The way to tell is if using your method, the PCs can ever experience "darkness" when starting off at "normal" ambient light. If you say, "oh those 20 braziers spaced 5 feet apart that give normal light? Well those don't do anything at all in the darkness area! So there's no light coming from anything! Darkness it is!" To me, those braziers are setting the bar from which darkness operates.

Silver Crusade 2/5 *

Jiggy wrote:
David Bowles wrote:

1) Determine ambient light level. This is stuff NOT IN THE AOE of the spell.

.....

This line from the FAQ does not contradict my step 1 in anyway, since those sources are outside the AoE.

Wait... So are you saying that if Bob's Sunrod Shop is small enough that the darkness radius fills the room completely, then it'd go all the way down to "dark"?

If so, then I've been misunderstanding you for quite a while.

Well I guess it depends on whether there are windows. But if it is a sun-tight box, and all the light is coming from sunrods, and they all end up in the AOE, it seems by definition, they wouldn't function. This situation makes the DM redefine the ambient conditions. The DM would have to look at light sources outside the AOE.

The Exchange 5/5

are all the braziers in the AOE of the darkness effect?

if the answer is yes, then "Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness."

if the answer is no, then the braziers outside the AOE generate light, which will be effected by the darkness effect if it enters the AOE.

edit: this was in reply to the post two back from here...

Silver Crusade 2/5 *

I'm assuming here that ambient light is coming from many sources all far outside the AOE. If the critters can cover all the light sources with a single darkness, then that's gonna suck I guess.

Silver Crusade 2/5 *

So I guess you'd need 20 or 40 sunrods in a room big enough and have them spaced out well enough. That seems very unwieldy.

Rooms that are small enough to be covered by a single darkness are still gonna be deathtraps. Because probably at that point, the only ambient light left is "dim", which then gets reduced by one step.

What I'm getting is some goober can't walk into a huge hall lit by dozens of light sources causing the ambient to be "normal" and dunk it into "darkness" with a level 2 spell. They can't cover all the light sources, and the light is only reduced a single step.

The Exchange

But the Sun IS something other than non-magical. Ask any Vampire! Although, a simple light dimming spell seems to fix this. Moonlight is also special for some spells/ability. Then there's a trait/feat that only works during the daytime (to boost Charisma skills) no matter where you are. But all that could be symbolic.
Question - What light spell would toast/ash that Vampire??

The Exchange 5/5

Saluzi wrote:

But the Sun IS something other than non-magical. Ask any Vampire! Although, a simple light dimming spell seems to fix this. Moonlight is also special for some spells/ability. Then there's a trait/feat that only works during the daytime (to boost Charisma skills) no matter where you are. But all that could be symbolic.

Question - What light spell would toast/ash that Vampire??

SO... you would say the Sun is magical then? OK - I have no problem with that.

My point is, either it is magical, or it isn't. There is no need of a third catagory (not magical AND not non-magical). What "level" is it?

in answer to your question - Both Sunbeam and Sunburst are spells that would "toast/ash" a Vampire. As would a non-magical fire of large size. Was this ment to be a trick question? I'm sure there are other light spells that would work fine to "toast/ash" a Vampire.

1/5

1 person marked this as FAQ candidate.

Here's another can of worms to open on this discussion. Let's say you have a heightened continual flame on your item (Spell Level 3). Continual Flame sheds light as a torch. The radius of light on a torch is 20' and it increases the light level 20' past that. So if I am 30' away from a darkness spell, it looks like it will raise the light level one step to dim light(in the area that it reaches). Now look at this:

Vision and Light wrote:


Characters with low-light vision (elves, gnomes, and
half-elves) can see objects twice as far away as the given
radius. Double the effective radius of bright light, normal
light, and dim light for such characters.

So if I am 30' away with that continual flame and I have low-light vision does that mean that I can see in the darkness spell's area as if it were normal light? If I am 50' away does the continual flame increase the light level(in the area that it reaches)to dim light for creatures with low-light vision while leaving it dark for everyone else?

The Exchange 5/5

Robert A Matthews wrote:

Here's another can of worms to open on this discussion. Let's say you have a heightened continual flame on your item (Spell Level 3). Continual Flame sheds light as a torch. The radius of light on a torch is 20' and it increases the light level 20' past that. So if I am 30' away from a darkness spell, it looks like it will raise the light level one step to dim light(in the area that it reaches). Now look at this:

Vision and Light wrote:


Characters with low-light vision (elves, gnomes, and
half-elves) can see objects twice as far away as the given
radius. Double the effective radius of bright light, normal
light, and dim light for such characters.
So if I am 30' away with that continual flame and I have low-light vision does that mean that I can see in the darkness spell's area as if it were normal light? If I am 50' away does the continual flame increase the light level(in the area that it reaches)to dim light for creatures with low-light vision while leaving it dark for everyone else?

If you are asking for an actual answer - this is currently going to be a judges call.

I started to type out an in depth response on what I would rule as a judge, but then said - heck, it's just my opinion. It's going to change from table to table...

The Exchange 4/5

we're all pretty clear on how the spell works at this point, the only thing that needs to be defined is "what constitutes ambient light"

because of the word "natural" in the faq.

I'm defining "Natural Ambient Light sources" as - The Sun, Moon, or something uniquely powerful such as a cave entirely lined with neon glowing crystals.

IE: If no intelligent creatures ever set foot here, if it were completely uninhabited what would the light level be?

To this 90% of the time outside of the sun, I would say "dark or dim" either way, darkness makes it "dark" and deeper darkness makes it "supernaturally dark"

That's how I define "Natural" and the FAQ requires "Natural ambient light" those 3 words are 1 defined term, created by the FAQ.

Therefore I look for 2 steps.
1) Is there natural light? [a] yes [b] no
a) determine it's level, reduce it by 1.
b) it's dark.

The other common interpretation is nosig's which follows a couple simple steps.

1) Are there light source originating in the area of darkness? Yes, they don't count
2) are there light sources originating outside the area of darkness? Yes, they determine the light of the room
3) Lower that determined value by the appropriate number of steps. (1 for darkness, 2 for deeper darkness).

The Exchange 5/5

Benrislove wrote:

we're all pretty clear on how the spell works at this point, the only thing that needs to be defined is "what constitutes ambient light"

because of the word "natural" in the faq.

I'm defining "Natural Ambient Light sources" as - The Sun, Moon, or something uniquely powerful such as a cave entirely lined with neon glowing crystals.

IE: If no intelligent creatures ever set foot here, if it were completely uninhabited what would the light level be?

To this 90% of the time outside of the sun, I would say "dark or dim" either way, darkness makes it "dark" and deeper darkness makes it "supernaturally dark"

That's how I define "Natural" and the FAQ requires "Natural ambient light" those 3 words are 1 defined term, created by the FAQ.

Therefore I look for 2 steps.
1) Is there natural light? [a] yes [b] no
a) determine it's level, reduce it by 1.
b) it's dark.

The other common interpretation is nosig's which follows a couple simple steps.

1) Are there light source originating in the area of darkness? Yes, they don't count
2) are there light sources originating outside the area of darkness? Yes, they determine the light of the room
3) Lower that determined value by the appropriate number of steps. (1 for darkness, 2 for deeper darkness).

no wonder fire beetles are so popular...

part of the fire beetle write up:

Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.

Although nocturnal, the fire beetle lacks darkvision—it relies on its own glowing glands for illumination. Caged fire beetles are a popular source of long-lasting illumination among eccentrics and miners.

being "natural" the light from a fire beetle would trump darkness effects.

so if you say: "IE: If no intelligent creatures ever set foot here, if it were completely uninhabited what would the light level be?" then whereever there is a fire beetle, the light level would be normal.

Player - "Heightened deeper darkness? no problem, I killed a fire beetle yestorday, and I have darkvision... deeper darkness only drops the 'natural' normal light from the glands by two steps to dark - though it does snuff out the sunrods, and the daylight spell, and light from the bullseye lantern 60' behind us..."

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Deeper darkness won't "snuff out" daylight, no matter how much it's heightened.

The Exchange 5/5

Jiggy wrote:
Deeper darkness won't "snuff out" daylight, no matter how much it's heightened.

while I agree with you, my judge at a resent game did not agree with us.

(at least, I think it was a heightened DD, as it did put out our daylight spells when they were in the AOE - and they were unable to light the area from outside (though they did light areas outside the AOE))

Just a sign that this entire subject is riddled with YMMV problems.

edit: the root question remains. Does the light from fire beetle glands count as the third catagory of light? Are fire beetle glands of the same type of light source as the sun/moon/etc? I realize that this is a judges call, and will be different from table to table...

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