D&D 3E/3.5 Darkness Spell in 3.5

There was some kind of spell, relatively low-level (3rd?) IIRC in FRCS or MaF.

Then there was two feats, one required a super-high Wisdom (19) and allowed Blindsight for 5' radius (not a biggie). And another for Druids with wildshape that gave bat-like sonar ability Blindsight 30' r (once again IIRC, I have no books here). The second feat I would have ruled would not function within a silence.

The most abuses came from the spell. I'll check it out and post more when I get home (give me an hour or two to converse with the family!)
 

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Blindsight
Magic of Faerûn, page 82
Transmutation
Level: Clr 4, Drd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour /level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants the Blindsight feat. The target creature gains sensitivity to vibrations, so that it maneuvers and fights as well as a sighted creature. The target’s senses extend to a 30 foot radius, and the creature need not make Spot or Listen checks to notice creatures within this range. Invisibility and darkness are irrelevant, though the creature can’t discern ethereal beings.

and:

Blindsight [Wild]
Masters of the Wild, page 21
Prerequisite: Ability to use wild shape to become a dire bat.
Benefit: Your senses are as keen as the bat's. You gain the extraordinary ability blindsight (as described in Chapter 3 of the DMG) which operates regardless of your form. Like the dire bat, you emit high frequency sounds, inaudible to most creatures, as a form of “sonar” that allows you to locate objects and creatures within 120 feet. Since this ability relies on hearing, any circumstance that deprives you of that sense also negates your blindsight.

Blindsight, 5-foot Radius [General]
Sword and Fist page 5
Prerequisites: Wisdom 19+, Blind-Fight, BAB +4
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern incorporeal beings. Except for the decreased range, this feat is identical to the exceptional ability blindsight defined in the Monster Manual.

Also found:
Embrace the Wild
Masters of the Wild
Transmutation
Level: Drd 3, Rgr 3
Components: V, F
CastingTime: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
This spell allows you to adopt the nature and some abilities of a wild animal. You retain your own form, but you gain the natural and extraordinary senses ofthe creature you choose, as well as its skill ranks (though these do not stack with any ranks you already have in the same skills), for the duration of the spell. Thus, depending on your choice of animal, you could gain blindsight, scent, and ranks in Listen, Spot, or other skills . Embrace the wild does not grant you the animal's natural attacks, methods of locomotion, feats, or nonsensory extraordinary abilities, such as trample or improved grab.
Focus: Hide, skin, or feathers of the selected animal, or an item or component of its lair. You must have obtained the focus from the animal yourself.

As well as Sandform which is on the WotC web site somewhere. Then there is Omniscience from Relics and Rituals 2.
 


Don't forget, there is also a Scent ability some races have. There is a scent spell that will help against Darkness. I think True Sight may allow you to see through it, no? And I think True Stike (a level 1 spell) will allow you to hit the opponent, assuming you pick the right square. Oh, and there is a magic item (I think in MoF) that is a blindfold. It basically gives you Blindsight. Oh yeah, and Tremorsense, though most PCs won't have access to an ability like this, but it is a way to counter darkness.

Are undead (specifically zombies) affected by Darkness spell? I know they have darkvision, but it seems to me a zombie should more or less have a scent-like ability (to smell out flesh, or brains or what have you).
 


RigaMortus said:
Are undead (specifically zombies) affected by Darkness spell? I know they have darkvision, but it seems to me a zombie should more or less have a scent-like ability (to smell out flesh, or brains or what have you).

This brings up something that's interesting (to me anyway) but totally unrelated... The zombies in the Monster Manual are basically old-fashioned "undead servant zombies". Has anyone done stats specifically for "flesh-eating movie-style zombies"? ;) Of course it's not difficult to convert them.
 

Henry said:
since I use the core books

You dont have to step outside of core really. Blindfight is all you need.

While in the darkness you are effectively immune to sneak attack. It becomes much more difficult to flank. You cannot be targetted by spells or effects. You are considered to be invisible. With blindfight you will retain your dex bonus, have a much lesser movement penaltiy, and be able to reroll your miss chance. If you are playing a race with penalities in light then those go away as well.

In other words, you just gained a whole pile of defensive abilities while doing very little to your offensive abilities. Pretty impressive for a low level spell with a very long duration (1 day/level for deeper darkness, 10min/level for darkness which isnt nearly as impressive, but for a combat buff it is pretty nice).

Scent still has the invisible problem, along with that creature loseing its dex bonus.
 

RigaMortus said:
Don't forget, there is also a Scent ability some races have. There is a scent spell that will help against Darkness. I think True Sight may allow you to see through it, no? And I think True Stike (a level 1 spell) will allow you to hit the opponent, assuming you pick the right square. Oh, and there is a magic item (I think in MoF) that is a blindfold. It basically gives you Blindsight. Oh yeah, and Tremorsense, though most PCs won't have access to an ability like this, but it is a way to counter darkness.

Are undead (specifically zombies) affected by Darkness spell? I know they have darkvision, but it seems to me a zombie should more or less have a scent-like ability (to smell out flesh, or brains or what have you).

Noticing scent is a move action (3.5 DMG page 298), so is a serious hinder to damage dealers. No Full Attacks.

No WotC spells grant tremorsense, that I have in my database, but I haven't entered the spells from Serpent Kingdoms, Planar Handbook, and Races of Stone. And there are a couple I don't own... Ghostwalk for instance.

There is the following feat:
Earth Sense [General]
Races of Stone, page 138
You are in tune with the earth beneath you.
Prerequisites: Con 13, Wis 13
Benefit: As long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the air or aquatic subtype may not select this feat.

Unfortunately, no, undead have no "BRAAIIINNNNSSSSSS!!!!!!" ability. It would be nice if they did have the ability to seek out positive life energy (living things) and such, but nope. And they are affected by darkness.
 

ptolemy18 said:
This brings up something that's interesting (to me anyway) but totally unrelated... The zombies in the Monster Manual are basically old-fashioned "undead servant zombies". Has anyone done stats specifically for "flesh-eating movie-style zombies"? ;) Of course it's not difficult to convert them.

that would be a ghoul
 

To those DMs that do not allow blindsight to their PCs:
Would the ability be more "balanced" if they had to use a move equivalent (like Scent)?
 

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