Darkness spell in cave lit by natural glowing fungus


Rules Questions


Hello!

I have a question.
Imagine there is a cave lit by glowing fungus (like Cytillesh, gives light as a torch). And someone casts Darkness in this cave.

What will be the outcome?

1. Full darkness, as glowing fungus is considered non-magical source of light.
2. Dim Light, as glowing fungus is considered background light source.

Darkness spell text:
PFS Legal Darkness
Source PRPG Core Rulebook pg. 263
School evocation [darkness]; Level adept 2, antipaladin 2, arcanist 2, bard 2, cleric 2, inquisitor 2, magus 2, occultist 2, oracle 2, shaman 2, skald 2, sorcerer 2, warpriest 2, 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
Description
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.


That is going to be entirely a GM call, no specific rule for it.

I personally would treat it as a background light source.

Non-magical lightsources to me are things a character would have to take some kind of action to get the light source: Lighting a torch or lantern, mixing some chemicals together for a glow stick, whatever.

A background light source is something that occurs without any character involvement. Sun, moon, naturally glowing fungi, a pool of lava, etc.


"For example, in a cavern lit by luminescent fungi, that light is ambient."

So, Dim light

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

Dark Archive

a flawed Scarlet and Green Cabochon (Ioun Stone) will convert it to sickened instead, allowing you to "cheese" the system by never having the fatigued condition


Name Violation wrote:
a flawed Scarlet and Green Cabochon (Ioun Stone) will convert it to sickened instead, allowing you to "cheese" the system by never having the fatigued condition

umm. me think you might have answered the wrong thread there.. but good advice anyway ;)

Liberty's Edge

1 person marked this as a favorite.
Name Violation wrote:
a flawed Scarlet and Green Cabochon (Ioun Stone) will convert it to sickened instead, allowing you to "cheese" the system by never having the fatigued condition

Sickened until you rest? For 1 round? Until you use magic to remove the condition? I hate stuff that is half-baked.

About the Cytillesh lit cave, I would say that it all depends on how dense is the fungal growth.
If, as probable, they are patches here and there, the starting ambient light is dim light with patches of stronger light near the fungus, so Darkness will reduce the areas of dim light to darkness, and the areas of torchlight level light to dim light.
If they are spread almost everywhere the ambient light becomes normal light and the darkness will reduce it to dim light.

A bbangerter said, it is a GM call or something specified by the module writer.

Dark Archive

zza ni wrote:
Name Violation wrote:
a flawed Scarlet and Green Cabochon (Ioun Stone) will convert it to sickened instead, allowing you to "cheese" the system by never having the fatigued condition
umm. me think you might have answered the wrong thread there.. but good advice anyway ;)

I see you too have played the "too many tabs open" game


I think TXSam has it right here. Regardless of the light level generated, the fungal illumination is a constant, non-mechanical source. It isn't being "brought into the area" of darkness, it IS the area. I'd say all light levels are reduced by 1 level within the radius of the spell.


Mark Hoover 330 wrote:
I think TXSam has it right here. Regardless of the light level generated, the fungal illumination is a constant, non-mechanical source. It isn't being "brought into the area" of darkness, it IS the area. I'd say all light levels are reduced by 1 level within the radius of the spell.

Not only that, they specifically call out Fungus lit rooms in their rules example.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Darkness spell in cave lit by natural glowing fungus All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions