D&D 3E/3.5 3.5 Darkness Spell: What's the Point?

Garnfellow

Explorer
OK, I realize I'm late to the party on this issue, but I'm looking at a monster with the feat Quicken Spell-Like Ability (darkness). Since the monster only has low-light vision, is there any practical, tactical use for this ability in combat, other than as cover for a retreat? Someone, please show me how this could be cool.
 

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Well, if it's got any sort of area effects, as well as any decent hide skill, those would be perfect- use the darkness as a swift action, and then follow up with an area spell or breath weapon- depending on what monster you're talking about- since those don't require miss chances. Then, use your move action to hide (possibly in plain sight, since you have concealment, if I'm not mistaken on how hiding works). Then, every round, assuming you have more uses of that area effect, keep using it, and then hiding. Or something.

Anyway, what's wrong with using it as an escape plan?
 

It's also handy for denying rogues sneak attack dice without blocking your LOS for ranged weapons and spells... and if a spellcaster uses only area effects and targeted (nontouch attack) spells, there is literally no downside.
 

Blocks sneak attacks. If your a caster, you can target your spells while others suffer a miss chance.

If your getting hit on by a bunch of people, adding the miss chance to everyone helps your survivability.
 

Stalker0 said:
Blocks sneak attacks. If your a caster, you can target your spells while others suffer a miss chance.

If your getting hit on by a bunch of people, adding the miss chance to everyone helps your survivability.
Does this also block a Scout's (Complete Adventurer) extra damage from moving more than 10', or is that called something else?

Sorry to hijack...

Aluvial
 

Sneak Attack says,
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Skirmish Says,
The Scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

While the 2nd sentence is cut in the description of Skirmish ability, I believe "must be able to see the target" still means "no concealment".
 


or if monster has blind fighting, tremor sense, has laid a trap that he is waiting for them to stumble into, is about to cast grease on an incline, has a ranged graple attack (long tentecal) that he can blindly use, is about to throw large boulders, toss a bag of marbles, bag of pit vipers, wants to lay a protable hole on the floor, has a barrel of acid or alchemist fire, can cast stone spikes, entangle if out doors, dosn'e mind using lighting bolt or call lightning blindly, .........or if it just doesn't like light.
 

QuaziquestGM said:
or if monster has blind fighting, tremor sense, ..(snip)... , dosn'e mind using lighting bolt or call lightning blindly, .........or if it just doesn't like light.
The OP stated the monster only has low light vision. I also don't see how 3.5 darkness has any affect on stationary traps. Unless, I take your cue about activating call lightning blindly, and assume you are talking about 3.0 darkness.

I don't think I have seen darkness cast since 3.5. We had encountered some cloakers that had the ability. Once the DM realized 3.5 darkness isn't the same, they never bothered to cast it again.

Aside from the caster and AoE and target spells, I'm not sure in what instances the miss chance is to your advantage. I would guess it's when you are out numbered and doing the same or less damage per attack, or if a rogue was involved. If you are out numbered, it's either going to change to your favor, or you need to consider retreating. Even an animal inteligence would do that.
 


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