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*Dungeons & Dragons
Revisiting RAW Darkness Spell
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<blockquote data-quote="Xetheral" data-source="post: 8261910" data-attributes="member: 6802765"><p>The opaque inkblot version is fantastic to use to buff defenders behind crenellations (or any low cover) if the approaching enemy is both close enough to locate by hearing and does not have access to cover. On their turns each defender stands up from prone, shoots at an enemy whose position they can hear, then falls prone behind their crenellation. The shot is made without advantage or disadvantage (unseen attacker advantage cancels unseen target disadvantage), and the enemy can't effectively ready actions to shoot back while the attackers are out of cover, for lack of a perceivable trigger for the readied action.</p><p></p><p>Conversely, the opaque inkblot is fantastic to use to <em>debuff</em> fortified defenders if one's attacking allies are far enough away to not be located by hearing. This forces the enemy to either abandon their fortifications or else let the enemy maneuver without effectively shooting at them. For example, this can be used to drastically decrease the amount of effective fire taken by an approaching army (in spread-out formation) as it approaches a watchtower whose top has been covered in <em>Darkness</em>. Just be sure to drop concentration once your attacking allies are close enough to be targeted by sound (or else have plenty of decoys, such as conjured animals, for the enemy to hear and shoot at).</p><p></p><p>[SPOILER="Other tactics for the opaque inkblot version..."]</p><ol> <li data-xf-list-type="ol">Cast <em>Darkness</em> on untrained enemies who haven't practiced for fighting as a unit while blind. Some will likely stop in confusion while others try to escape the darkness, providing a round or two to pick off the ones who make it out while the others aren't fighting effectively. (This works even better if you can combine it with fake shouted orders that contradict the actual leader's orders. The Actor feat, Voice of the Chain Master invocation, and/or <em>Minor Illusion </em>are all useful for this trick.)</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> to briefly break contact with the enemy while you maneuver. For example, concealing a chokepoint while allies behind the chokepoint and out of hearing range (such as covering archers) start fleeing prevents the enemy from realizing that you're pulling out, delaying pursuit.</li> <li data-xf-list-type="ol">Cast <em>Darkness </em>on the enemy's back ranks to stop them from knowing when or where to deploy reinforcements until they get out of the darkness and re-establish their situational awareness.</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> on any enemy using formation fighting (like a phalanx) to disrupt the formation.</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> on an object held by a flying familiar with a decent stealth check, and then have that familiar hide in the darkness and ready actions to stay close to an enemy caster, more-or-less completely shutting down that caster (works best with difficult terrain). (Advanced version: reverse-pickpocket the item into the enemy caster's pocket (or pin it to their clothes)--the darkness will flow out of the pocket and stay with the enemy caster, but they have no way of realizing the darkness is moving with them).</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> on allies to allow them to Dash away from melee opponents without incurring attacks of opportunity (i.e. free Disengage action for the whole group).</li> <li data-xf-list-type="ol">Cast <em>Darkness </em>on long-range enemy artillery to prevent it from being targeted effectively.</li> <li data-xf-list-type="ol">Use <em>Darkness</em> as the trigger for preplanned tactics. For example, if all of your allies know to drop prone when <em>Darkness</em> is cast, you can then trigger a chest-high swinging log or scything blade hazard into the area on your text turn, catching the enemies but leaving your allies unhurt. (Bonus: your allies don't get attacked at advantage or attack with disadvantage while prone, thanks to the darkness.)</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> over the mouth of a vertical pit less than 30' in diameter, blocking out sunlight and plunging the entire pit (no matter how deep) into natural darkness. (Variation: cover the only light sources in an area to make that area naturally dark.)</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> in any area of the battlefield that you want to dissuade the enemy from entering, such as a vulnerable door or a hole in a fortification. (Bonus: an audible illusions of scary noises--such as chained, growling guard dogs--at the same location helps encourage the enemy not to explore.)</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> prior to creating a visual illusion, then later move the darkness away. Not seeing the illusion suddenly appear may increase the time before the enemy realizes it's an illusion.</li> <li data-xf-list-type="ol">When retreating through a structure that you are familiar with and the enemy is not, cast <em>Darkness</em> at a hallway/staircase intersection (the more complicated the better, pre-prepared traps preferred) to slow the enemy's pursuit as they try to figure out where the walls are. (Note: more broadly, darkness is fantastic for slowing enemy pursuit.)</li> <li data-xf-list-type="ol">Cast <em>Darkness </em>to conceal a field of caltrops. Since the enemy can't see the caltrops they're more likely to try to move through at full speed and take damage and a speed penalty. (This works even better when only some of the enemy make their save, as now an undisciplined enemy may split into fast and slow groups.)</li> <li data-xf-list-type="ol">Before an ally casts a key, non-targeted spell, cast <em>Darkness</em> on the enemy caster to either soak up a <em>Counterspell</em> (and the enemy's reaction) or prevent them from seeing the allied caster. Either way, as long as your ally goes before the enemy caster, they can cast without fear of being counterspelled.</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> over a pit trap that occupies the whole width of a hallway. Even if the pit trap is small enough to be jumpable, figuring out how wide it is tricky without access to flight or spider climb. (Variations: use this tactic at a dead-end hallway, so anyone trying to risk jumping over the trap hits a wall; put a hazard on the other side of the pit trap; have a second caster cover the pit trap with <em>Wall of Stone</em> or <em>Wall of Force--</em>once the enemy is in the darkness over the trap, stop concentrating on the wall.)</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> to completely disrupt the command and control of an enemy using a semaphore tower to issue battlefield commands. (Variation: this also works whenever the enemy's leader is relying on a single high vantage point to be able to see the whole battle.)</li> <li data-xf-list-type="ol">Cast <em>Darkness</em> to delay the progression of a chain of bonfire signal beacons. Use the 10 minutes it buys you to scatter and extinguish the concealed bonfire to stop the signal entirely.</li> <li data-xf-list-type="ol">Out of sight of the PCs, cast <em>Darkness</em> on a stretch of key, but empty dungeon hallway. Chances are you'll delay the <s>paranoid</s> cautious PCs for quite awhile while they try to search the darkness for traps while blind. Alternatively, they'll use a 3rd level slot on Dispel Magic to get rid of your 2nd level Darkness spell, or conjure critters to send through to test for traps. Whether you waste their time or resources, either is still a win for the NPCs. (The NPCs should use the extra time to gather all their portable valuables and flee out the back entrance to their dungeon.) (For bonus points, the NPCs should repeat the tactic again, only this time using <em>Darkness</em> to conceal an <em>actual</em> trap.)</li> </ol><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8261910, member: 6802765"] The opaque inkblot version is fantastic to use to buff defenders behind crenellations (or any low cover) if the approaching enemy is both close enough to locate by hearing and does not have access to cover. On their turns each defender stands up from prone, shoots at an enemy whose position they can hear, then falls prone behind their crenellation. The shot is made without advantage or disadvantage (unseen attacker advantage cancels unseen target disadvantage), and the enemy can't effectively ready actions to shoot back while the attackers are out of cover, for lack of a perceivable trigger for the readied action. Conversely, the opaque inkblot is fantastic to use to [I]debuff[/I] fortified defenders if one's attacking allies are far enough away to not be located by hearing. This forces the enemy to either abandon their fortifications or else let the enemy maneuver without effectively shooting at them. For example, this can be used to drastically decrease the amount of effective fire taken by an approaching army (in spread-out formation) as it approaches a watchtower whose top has been covered in [I]Darkness[/I]. Just be sure to drop concentration once your attacking allies are close enough to be targeted by sound (or else have plenty of decoys, such as conjured animals, for the enemy to hear and shoot at). [SPOILER="Other tactics for the opaque inkblot version..."] [LIST=1] [*]Cast [I]Darkness[/I] on untrained enemies who haven't practiced for fighting as a unit while blind. Some will likely stop in confusion while others try to escape the darkness, providing a round or two to pick off the ones who make it out while the others aren't fighting effectively. (This works even better if you can combine it with fake shouted orders that contradict the actual leader's orders. The Actor feat, Voice of the Chain Master invocation, and/or [I]Minor Illusion [/I]are all useful for this trick.) [*]Cast [I]Darkness[/I] to briefly break contact with the enemy while you maneuver. For example, concealing a chokepoint while allies behind the chokepoint and out of hearing range (such as covering archers) start fleeing prevents the enemy from realizing that you're pulling out, delaying pursuit. [*]Cast [I]Darkness [/I]on the enemy's back ranks to stop them from knowing when or where to deploy reinforcements until they get out of the darkness and re-establish their situational awareness. [*]Cast [I]Darkness[/I] on any enemy using formation fighting (like a phalanx) to disrupt the formation. [*]Cast [I]Darkness[/I] on an object held by a flying familiar with a decent stealth check, and then have that familiar hide in the darkness and ready actions to stay close to an enemy caster, more-or-less completely shutting down that caster (works best with difficult terrain). (Advanced version: reverse-pickpocket the item into the enemy caster's pocket (or pin it to their clothes)--the darkness will flow out of the pocket and stay with the enemy caster, but they have no way of realizing the darkness is moving with them). [*]Cast [I]Darkness[/I] on allies to allow them to Dash away from melee opponents without incurring attacks of opportunity (i.e. free Disengage action for the whole group). [*]Cast [I]Darkness [/I]on long-range enemy artillery to prevent it from being targeted effectively. [*]Use [I]Darkness[/I] as the trigger for preplanned tactics. For example, if all of your allies know to drop prone when [i]Darkness[/i] is cast, you can then trigger a chest-high swinging log or scything blade hazard into the area on your text turn, catching the enemies but leaving your allies unhurt. (Bonus: your allies don't get attacked at advantage or attack with disadvantage while prone, thanks to the darkness.) [*]Cast [I]Darkness[/I] over the mouth of a vertical pit less than 30' in diameter, blocking out sunlight and plunging the entire pit (no matter how deep) into natural darkness. (Variation: cover the only light sources in an area to make that area naturally dark.) [*]Cast [I]Darkness[/I] in any area of the battlefield that you want to dissuade the enemy from entering, such as a vulnerable door or a hole in a fortification. (Bonus: an audible illusions of scary noises--such as chained, growling guard dogs--at the same location helps encourage the enemy not to explore.) [*]Cast [I]Darkness[/I] prior to creating a visual illusion, then later move the darkness away. Not seeing the illusion suddenly appear may increase the time before the enemy realizes it's an illusion. [*]When retreating through a structure that you are familiar with and the enemy is not, cast [I]Darkness[/I] at a hallway/staircase intersection (the more complicated the better, pre-prepared traps preferred) to slow the enemy's pursuit as they try to figure out where the walls are. (Note: more broadly, darkness is fantastic for slowing enemy pursuit.) [*]Cast [I]Darkness [/I]to conceal a field of caltrops. Since the enemy can't see the caltrops they're more likely to try to move through at full speed and take damage and a speed penalty. (This works even better when only some of the enemy make their save, as now an undisciplined enemy may split into fast and slow groups.) [*]Before an ally casts a key, non-targeted spell, cast [I]Darkness[/I] on the enemy caster to either soak up a [I]Counterspell[/I] (and the enemy's reaction) or prevent them from seeing the allied caster. Either way, as long as your ally goes before the enemy caster, they can cast without fear of being counterspelled. [*]Cast [I]Darkness[/I] over a pit trap that occupies the whole width of a hallway. Even if the pit trap is small enough to be jumpable, figuring out how wide it is tricky without access to flight or spider climb. (Variations: use this tactic at a dead-end hallway, so anyone trying to risk jumping over the trap hits a wall; put a hazard on the other side of the pit trap; have a second caster cover the pit trap with [I]Wall of Stone[/I] or [I]Wall of Force--[/I]once the enemy is in the darkness over the trap, stop concentrating on the wall.) [*]Cast [I]Darkness[/I] to completely disrupt the command and control of an enemy using a semaphore tower to issue battlefield commands. (Variation: this also works whenever the enemy's leader is relying on a single high vantage point to be able to see the whole battle.) [*]Cast [I]Darkness[/I] to delay the progression of a chain of bonfire signal beacons. Use the 10 minutes it buys you to scatter and extinguish the concealed bonfire to stop the signal entirely. [*]Out of sight of the PCs, cast [I]Darkness[/I] on a stretch of key, but empty dungeon hallway. Chances are you'll delay the [S]paranoid[/S] cautious PCs for quite awhile while they try to search the darkness for traps while blind. Alternatively, they'll use a 3rd level slot on Dispel Magic to get rid of your 2nd level Darkness spell, or conjure critters to send through to test for traps. Whether you waste their time or resources, either is still a win for the NPCs. (The NPCs should use the extra time to gather all their portable valuables and flee out the back entrance to their dungeon.) (For bonus points, the NPCs should repeat the tactic again, only this time using [I]Darkness[/I] to conceal an [I]actual[/I] trap.) [/LIST] [/SPOILER] [/QUOTE]
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