DrSpunj
Explorer
Yeah...
That's essentially what's getting me. A mundane torch is considered okay in the overlap, but a Light cantrip is not? That seems weird. I guess that's why I keep thinking/arguing strongly over the words "temporarily negates" and the phrase "prevailing light conditions". If the effects of Daylight and Deeper Darkness are "temporarily negated", how could Deeper Darkness still be there to be effective against a Light cantrip but not a torch? And remember, while Continual Flame is a 3rd level Cleric spell, it has a Permanent effect, so my spelunking helmet is essentially a magic item, a funny everburning torch if you will. The glowing magic weapons argument is equally sound and viable. Are they muted as well?
IanB said:Hmm. I think not allowing light spells to work in the cancel/overlap area leads to a bit of an odd situation, where a lit candle will provide light in there but a magical light won't work. It just seems strange to me.
And what about glowing magic weapons? They 'shed light equal to a torch' but they're magical. Is that the equivalent of the light spell? Or is it really the equivalent of continual flame? I can see arguments for both.
That's essentially what's getting me. A mundane torch is considered okay in the overlap, but a Light cantrip is not? That seems weird. I guess that's why I keep thinking/arguing strongly over the words "temporarily negates" and the phrase "prevailing light conditions". If the effects of Daylight and Deeper Darkness are "temporarily negated", how could Deeper Darkness still be there to be effective against a Light cantrip but not a torch? And remember, while Continual Flame is a 3rd level Cleric spell, it has a Permanent effect, so my spelunking helmet is essentially a magic item, a funny everburning torch if you will. The glowing magic weapons argument is equally sound and viable. Are they muted as well?