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Darkness (spell)

Spell level: bard 2; cleric 2; sorcerer/wizard 2

Innate level: 2
School: evocation
Components: verbal
Range: long (40 meters)
Area of effect: huge (6.67 meter radius)
Duration: 1 round / level
Save: none
Spell resistance: yes no
Additional counterspells: light

Description: All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using ultravision or true seeing.

Notes

  • This spell does not have a somatic component, so it can be cast while wearing full armor and shield, ignoring arcane spell failure.
  • True seeing and ultravision do not remove the darkness visual for a character. Rather, they allow a character to target items and creatures normally without being hindered by blindness or the target's invisibility. A player can use the <tab> key to highlight enemies when he/she has one of these effects active in darkness.
  • enemies who dont have true seeing or ultravision tend to just stand still when in the cloud, unless in melee wepon range when they will attack.
  • A character may see a message stating a spell resistance check was performed. The failure or success is meaningless here, rather the message magic immunity (triggered by having immunity to the spell cast) gives the actual immunity. All other messages (even that from spell level absorption) will not grant immunity to the non-visual effects.

Custom content notes

  • script: NW_S0_Darkness.nss
  • OnEnter script: NW_S0_DarknessA.nss
  • OnExit script: NW_S0_DarknessB.nss
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