Difference between revisions of "Darkness"

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Night Cloak; Darkness; DC 25, You wrap yourself in shadows, gaining a 20% miss chance against melee and ranged attacks and a +4 to [[Stealth#Hide|Hide]] checks in dark or shadowy areas.
 
Night Cloak; Darkness; DC 25, You wrap yourself in shadows, gaining a 20% miss chance against melee and ranged attacks and a +4 to [[Stealth#Hide|Hide]] checks in dark or shadowy areas.
  
Shadowy Foes; Darkness; DC 32, You raise 2d4 illusory enemies to distract and harry your opponents. Unless they make a will save, your foes will treat these enemies as real, though they cannot deal damage. Any considering them to be real may be [[flanked]] or surrounded by the illusions. Requires [[Tenacity]] and must be cast in intense darkness (underground or at night).
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Shadowy Foes; Darkness; DC 32, You raise 2d4 illusory enemies to distract and harry your opponents. Unless they make a presage save, your foes will treat these enemies as real, though they cannot deal damage. Any considering them to be real may be [[flanked]] or surrounded by the illusions. Requires [[Tenacity]] and must be cast in intense darkness (underground or at night).
  
 
Local Eclipse; Darkness; DC 53, You blot out the sun for a 1 mile radius area. It takes 1d6 rounds to take effect and lasts an hour. It also requires [[Tenacity]], but cannot have the duration extended except by using a mixed spell with the [[Time]] domain. In this area of unnatural shadow Darkness spells gain a +4 to caster checks, and [[Light]] spells take a -4. Spot checks take a -4 (for all except for yourself) and all [[Stealth]] checks gain a +2.  
 
Local Eclipse; Darkness; DC 53, You blot out the sun for a 1 mile radius area. It takes 1d6 rounds to take effect and lasts an hour. It also requires [[Tenacity]], but cannot have the duration extended except by using a mixed spell with the [[Time]] domain. In this area of unnatural shadow Darkness spells gain a +4 to caster checks, and [[Light]] spells take a -4. Spot checks take a -4 (for all except for yourself) and all [[Stealth]] checks gain a +2.  

Latest revision as of 10:13, 19 May 2011

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

Darkness masters the suppression of light, and the creation of magical darkness. It obscures, conceals, and distracts.

Special Uses

Much like Light, Darkness may be used to make simple, visual-only illusions. To make complex illusions it must be combined with Mind. Unlike Light, the illusions created by Darkness have a mild amount of form, and so can be used to interact with the world in limited ways.

Use in Mixed Spells

Combined with Mind, and/or Light, illusions become more powerful.

Counterspells

May be used to counter Light spells.

Example Spells

Snuff; Darkness; DC 14, A single, nonmagical light source within 60 feet is immediately extinguished. If it is a fire it continues burning but emits no light.

Blindfold; Darkness; DC 21, You wrap the eyes of a single enemy within 60 feet in Darkness, rendering them Blind for 10 minutes. If they manage to bring a source of illumination as bright or brighter than a torch up to their face, the spell is broken. Requires Tenacity.

Night Cloak; Darkness; DC 25, You wrap yourself in shadows, gaining a 20% miss chance against melee and ranged attacks and a +4 to Hide checks in dark or shadowy areas.

Shadowy Foes; Darkness; DC 32, You raise 2d4 illusory enemies to distract and harry your opponents. Unless they make a presage save, your foes will treat these enemies as real, though they cannot deal damage. Any considering them to be real may be flanked or surrounded by the illusions. Requires Tenacity and must be cast in intense darkness (underground or at night).

Local Eclipse; Darkness; DC 53, You blot out the sun for a 1 mile radius area. It takes 1d6 rounds to take effect and lasts an hour. It also requires Tenacity, but cannot have the duration extended except by using a mixed spell with the Time domain. In this area of unnatural shadow Darkness spells gain a +4 to caster checks, and Light spells take a -4. Spot checks take a -4 (for all except for yourself) and all Stealth checks gain a +2.