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Darkness Spell in 3.5
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<blockquote data-quote="green slime" data-source="post: 1800651" data-attributes="member: 1325"><p><strong>Blindsight</strong></p><p><em>Magic of Faerûn, page 82</em></p><p>Transmutation</p><p><strong>Level:</strong> Clr 4, Drd 3, Sor/Wiz 3</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature touched</p><p><strong>Duration:</strong> 1 hour /level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p>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.</p><p></p><p>and:</p><p></p><p><strong>Blindsight [Wild]</strong></p><p><em>Masters of the Wild, page 21</em></p><p><strong>Prerequisite:</strong> Ability to use wild shape to become a dire bat.</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Blindsight, 5-foot Radius [General]</strong></p><p><em>Sword and Fist page 5</em></p><p><strong>Prerequisites:</strong> Wisdom 19+, Blind-Fight, BAB +4</p><p><strong>Benefit:</strong> 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.</p><p></p><p>Also found:</p><p><strong>Embrace the Wild</strong></p><p><em>Masters of the Wild</em></p><p>Transmutation</p><p><strong>Level:</strong> Drd 3, Rgr 3</p><p><strong>Components:</strong> V, F</p><p><strong>CastingTime:</strong> 1 action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 10 minutes/level</p><p>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.</p><p>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. </p><p></p><p>As well as <strong><em>Sandform</em></strong> which is on the WotC web site somewhere. Then there is <strong><em>Omniscience</em></strong> from Relics and Rituals 2.</p></blockquote><p></p>
[QUOTE="green slime, post: 1800651, member: 1325"] [b]Blindsight[/b] [i]Magic of Faerûn, page 82[/i] Transmutation [b]Level:[/b] Clr 4, Drd 3, Sor/Wiz 3 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Target:[/b] Creature touched [b]Duration:[/b] 1 hour /level [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] 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: [b]Blindsight [Wild][/b] [i]Masters of the Wild, page 21[/i] [b]Prerequisite:[/b] Ability to use wild shape to become a dire bat. [b]Benefit:[/b] 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. [b]Blindsight, 5-foot Radius [General][/b] [i]Sword and Fist page 5[/i] [b]Prerequisites:[/b] Wisdom 19+, Blind-Fight, BAB +4 [b]Benefit:[/b] 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: [b]Embrace the Wild[/b] [i]Masters of the Wild[/i] Transmutation [b]Level:[/b] Drd 3, Rgr 3 [b]Components:[/b] V, F [b]CastingTime:[/b] 1 action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 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 [b][i]Sandform[/i][/b] which is on the WotC web site somewhere. Then there is [b][i]Omniscience[/i][/b] from Relics and Rituals 2. [/QUOTE]
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