How dark is magical darkness?

airwalkrr said:
No one has brought this up yet, and I wanted to mention it. The 3.5 version of darkness has not clarified how the spell works. In fact, it has become more confusing and paradoxical. The spell states that all creatures in the area gain concealment (20% miss chance). This implies you can still see them in normal light, but that they are partially obscured. However, later the spell clearly states that normal lights are incapable of brightening the area. Since it does not elaborate on what it means to "brighten" an area, we have to take it at face value and assume normal light does not penetrate the darkness. Hence, we cannot see through a darkness spell unless there is an abnormal light source (i.e. probably referring to magic). But this contradicts the earlier claim that creatures merely gain concealment.

I won't even mention the ridiculous paradox that is "shadowy illumination."

I use the 3.0 version of darkness.

Huzzah!
 

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Nail said:
BTW...is there really a need to have an object "radiate" darkness? Sorry, but my science background just recoils at the thought......

So hang on a second... you're perfectly fine with creatures being able to cast magic spells and teleport and create acid from nothing, but having an object radiate darkness bothers your science background? You, sir, are a walking paradox...
 

UltimaGabe said:
So hang on a second... you're perfectly fine with creatures being able to cast magic spells and teleport and create acid from nothing, but having an object radiate darkness bothers your science background? You, sir, are a walking paradox...

You make it sound like a bad thing.
 

UltimaGabe said:
So hang on a second... you're perfectly fine with creatures being able to cast magic spells and teleport and create acid from nothing, but having an object radiate darkness bothers your science background? You, sir, are a walking paradox...
:D

:lol:

Magic is magic, there's no doubt. But what does "radiating darkness" look like? How does it work? In the end, you'll just have to say "it's magic".....and I'm cool with that. But that explanation doesn't float my boat => I think it's even cooler when magic has some psuedo-science theory to back it up. YMMV.
 



Nail said:
<grimace>

Oh yes. Much more sense to have a spell called Darkness that actually illuminates. Much better. :mad: :cool:

It's the ultimate neutral spell.

Those Evil guys have Utter Darkness spells.
Those Good guys have Daylight spells.


Us Neutral guys, we have Shadowy Illumination. Not too dark, not too bright. Just right! ;)
 

airwalkrr said:
However, later the spell clearly states that normal lights are incapable of brightening the area. Since it does not elaborate on what it means to "brighten" an area, we have to take it at face value and assume normal light does not penetrate the darkness. Hence, we cannot see through a darkness spell unless there is an abnormal light source (i.e. probably referring to magic).

Let's say we're in a room lit by torches. There are no magical light sources. I cast Darkness.

Within the area of the spell, normal lights - like torches - are incapable of brightening the area. Thus, in the absence of magical sources of light, the area inside the spell would be pitch black.

However, there is a magical source of light; the Darkness spell, which radiates shadowy illumination... brightness the equivalent of candlelight, but over a larger area.

Thus, we have a brightly-lit room, with a patch of... call it 'candlelit haziness', in the middle. Creatures inside the shadowy illumination have concealment; creatures outside do not.

Now let's say we're in an unlit room. I cast Darkness.

Within the area of the spell, normal lights - like torches - are incapable of brightening the area... even if they were present, which they are not. Thus, in the absence of magical sources of light, the area inside the spell would be pitch black.

However, there is a magical source of light; the Darkness spell, which radiates shadowy illumination... brightness the equivalent of candlelight, but over a larger area.

Thus, we have a pitch-black room, with a patch of 'candlelit haziness' in the middle. Creatures inside the shadowy illumination have concealment; creatures outside have total concealment.

-Hyp.
 

Maybe it's better to just stick with the 3.0 version? It doesn't have these "shadowy illumination" problems.

By the way looking into a lit area (even a badly lit area) from darkness is easy, it's seeing out that is bad. That candle on top of the dwarf's helmet that illuminates a five foot square is visible (and makes him visible) from much farther away than it lights up. On a dark night a burning cigarette is visible from more than a mile with line of sight.
 


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