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Matthew Lee
Matthew Lee

Dark Spell

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

Dark Spell

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

Does that mean a creature without darkvision CAN see though it? The spell doesn't say the area is heavily obscured, just that it's area can't be illuminated by magical light, so could you, say, see a campfire on the other side if you don't have darkvision?

A creature without darkvision cannot see in non-magical darkness, the wording concerning darkvision is simply an effort to make it clear that darkvision is defeated by this spell. Note the second part, a nonmagical light can't illuminate it. The wording of this spell description could and should be better; it should explicitly state that it causes the heavily obscured condition.A darkness spell creates a sphere of magical darkness. Unlike natural darkness, light doesn't shine in it and doesn't pass through it. A campfire on the other side of the area effect of a darkness spell cannot been seen through it, though the flickering orange light of the campfire may be seen reflecting off any trees or walls or whatever else may be in the environment but outside the area of effect. Everything inside the sphere will be heavily obscured to outside observers, and anyone inside the sphere is effectively blind unless they possess the specific ability to see in magical darkness, which is explicitly listed for those few rare creatures who can. Non magical light sources like the campfire that are inside the sphere do not produce light at all while inside the area of the darkness spell.

Will a darkness spell cast on a pebble or other small object placed inside a bullseye lantern cast a 15' cone of magical darkness? Or, since the spell says the darkness spreads around corners, will this still result in the normal 15' sphere? Presumably a hooded lantern should work to cover and uncover magical darkness, though a small box or pouch should work just as well, correct?

I actually saw this being played out not too long ago but and it's complete and udder darkness no one can see through it, darkvision or otherwise. And no light can illuminate it either, magical or non-magical.

I agree that stating it heavily obscured objects within the radius would be helpful. That said, darkness is specifically called out in the Vision and Light section as both being heavily obscured for vision and magical darkness is specifically called out in the Darkness section.

Yep! In the description. The magical darkness emanates from the object you are holding. If you have the warlock invocation of "devil's sight" and cast darkness on your pact weapon if you are pact of the blade, you can go to town on any creatures within 15 ft of you, as they'll be effectively blind unless they have truesight or some other sense, and your pact weapon is the source of the darkness, moving with you. Can make for a wicked combination!

Dark Spells are created in the Dark Spell Factory, and all take up only one housing space. Upgrade your Dark Spell Factory to unlock more dark spells. You can also research dark spells in the Laboratory to make them more powerful.

  • 15-year-old Callie has just found out she's a witch; nothing will ever be the same.

  • Can Callie control her power and the darkness that threatens to take over her life and save Josh?

  • A brilliant, engrossing pre-teen fantasy from the author of Winterbringers and The Keeper's Daughter.

Shortlisted for the Scottish Children's Book Awards 201515-year-old Callie Hall has just found out she's a witch, and things keep going wrong. Sometimes her mind seems to make things happen, things she can't control. She can set fire to things without a match, and when she's angry people can get hurt.Her friend Josh understands she's a bit weird, but it's only on a dark and dangerous visit to the tunnels under the ruins of St Andrews' Castle that he realises just how strange she really is. Something comes back with Callie -- in Callie -- something she can't escape.Can Callie control her power long enough to send back the darkness, before it takes over her life? And will Josh ever understand her secret?A brilliant, engrossing teen fantasy from the author of Winterbringers and The Keeper's Daughter.

storage: think of mooncat nail lacquers like vampires. they feel most at home in cool, dark places. store them accordingly to keep them looking and applying their best. lacquer exposed to too much heat or sunlight may change in color or consistency over time...and just have generally bad vibes.

Dark Spell is a Dark Sirenix offensive/strategic spell used by Darcy. She shoots a misty purple beam energy at the enemy; or she forms a ball of shadows in her hands which creates a dark cover on something.

Magic or Spells in Dark Souls 3 perform a variety of offensive, defensive and support functions. Sorceries, Pyromancies, and Miracles are listed below. Hexes from Dark Souls 2 did not return as a spell category; instead, they appear as dark miracles, dark pyromancies, and dark sorceries. Spells require Attunement Slots to equip obtained through Attunement or a multitude of Rings. Casting spells consumes Stamina and FP. Cast speed can be increased through Dexterity or Sage Ring up to a cap.

The number of spells you can add to the queue doesn't change as you level up your Dark Spell Factory. However, the spell storage of Dark Spells and Elixir Spell is the same, so upgrading the regular Spell Factory will increase total queue line of spells.

Dave Langford reviewed Darkspell for White Dwarf #99, and stated that "if the language is fake-Celtic, why the Old English? (To give a warm glow to D&D fans, I suppose.) I lost heart at this point."[1]

Dark is an Arcane Magicks spell that deals moderate dark-elemental damage to all foes in range. In the original version, Dark is available on the license Arcane Magick 1 for 25 LP and is the first Arcane spell made available to the party. The spell can be purchased for 500 gil in shops after fighting the Mimic Queen in Barheim Passage.

In the Zodiac versions, the Arcane Magick licenses have been reduced to two. Dark and Darkra are both Arcane Magick 1 license, which costs 40 LP. They can be used by the Red Battlemage. Dark still costs 500 gil and can be bought from magick shops after Vaan obtains the Shadestone in the Giza Plains. The spell is also found in a treasure in Stage 13 of Trial Mode with the Diamond Armlet equipped.

Dark is part of the Dark Magick skillset used by undead enemies. A variation of this spell can be used by nu mou Arcanists. Lv. 3 Dark deals Dark-elemental damage to all combatants with a level that is a multiple of three.

Dark is a low level Black Magic spell. The spell costs 2 AP to cast and it has a spell power of 5. It can only be used if the Dark Tome item is in the character's inventory. The spell can only be purchased in Invidia for 500 gil.

Dark is a Fusion Ability which deals dark-based damage to a target or all enemies. It is exclusive to the Warriors of Darkness and costs 32 MP to cast. It requires the character to have White Mage's Cura and Dark Knight's Curse learned.

Dark I-III are abilities available for Jornee and the Deathlord. Both characters learn Dark abilities from their respective Fenrir signets. The abilities deal dark-elemental magic damage to a single enemy. All versions cost 8 MP to cast.

Additionally, two more unique versions of Dark are usable by the Deathlord. Rapid Dark I-III are variants of Dark taught from the Wyght King signet, which deals small dark-elemental magic damage to a single enemy and hastens the user's next turn. All versions of the spell costs 32 MP to use. Lastly, Dark Rush I-III are the strongest Dark-type spells that deal dark-elemental magic damage to a single enemy six times. The spells are taught from the Dark Leviathan signet and cost 64 MP to cast. 041b061a72


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