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View Full Version : [3.5] Effects of magical Darkness and Light on Low-Light Vision



Maginomicon
2013-04-20, 11:09 AM
We all (I'm assuming) know that typical spells with the darkness descriptor (that is, that create a zone of darkness) have two primary characteristics distinguishing them from eachother:

Their spell level (for the purposes of determining overlap vs prevailing conditions)
How the zone affects darkvision
...but how does a magical darkness zone affect low-light vision when there's magical light involved?

For example, consider the following image, with the prevailing conditions throughout being natural total darkness:
http://gyazo.com/8d4e0297b31cba083dc703e6cfa53b51.png

Blue = Darkness spell (2nd-level darkness spell)
Red = Continual Flame spell (2nd-level light spell)
Green = The typical effective radius of the Continual Flame spell from the perspective of someone with low-light vision. ("Characters with low-light vision can see objects twice as far away as the given radius. Double the effective radius of bright light and of shadowy illumination for such characters. (http://www.d20srd.org/srd/exploration.htm)")

(The inner red and green circles represent that every light source has an area of "bright" light and an outer area of "shadowy illumination".)

My overarching question is this: How far into the blue circle should the character with low-light vision be able to see?

That is, the first green line, or the second green line?

A. If the first green line, doesn't the fact that the two equal-level spells overlap cause that overlapped zone to instead have the prevailing conditions of natural total darkness and thus stop low-light vision outright?

B. If the second green line, doesn't that necessarily mean that the continual flame's effective spell radius is doubled? (which can have some nasty implications)

C. Regardless (or in the case of neither green line), would also carrying a natural torch as well as a continual flame allow the character with low-light vision to see even partially into the blue area (by the additional light of the natural torch which pierces natural total darkness)?

Astral Avenger
2013-05-07, 10:44 AM
We all (I'm assuming) know that typical spells with the darkness descriptor (that is, that create a zone of darkness) have two primary characteristics distinguishing them from eachother:

Their spell level (for the purposes of determining overlap vs prevailing conditions)
How the zone affects darkvision
...but how does a magical darkness zone affect low-light vision when there's magical light involved?

For example, consider the following image, with the prevailing conditions throughout being natural total darkness:
http://gyazo.com/8d4e0297b31cba083dc703e6cfa53b51.png

Blue = Darkness spell (2nd-level darkness spell)
Red = Continual Flame spell (2nd-level light spell)
Green = The typical effective radius of the Continual Flame spell from the perspective of someone with low-light vision. ("Characters with low-light vision can see objects twice as far away as the given radius. Double the effective radius of bright light and of shadowy illumination for such characters. (http://www.d20srd.org/srd/exploration.htm)")

(The inner red and green circles represent that every light source has an area of "bright" light and an outer area of "shadowy illumination".)

My overarching question is this: How far into the blue circle should the character with low-light vision be able to see?

That is, the first green line, or the second green line?

A. If the first green line, doesn't the fact that the two equal-level spells overlap cause that overlapped zone to instead have the prevailing conditions of natural total darkness and thus stop low-light vision outright?

B. If the second green line, doesn't that necessarily mean that the continual flame's effective spell radius is doubled? (which can have some nasty implications)

C. Regardless (or in the case of neither green line), would also carrying a natural torch as well as a continual flame allow the character with low-light vision to see even partially into the blue area (by the additional light of the natural torch which pierces natural total darkness)?

Darkness (http://www.d20srd.org/srd/spells/darkness.htm)
Continual Flame (http://www.dandwiki.com/wiki/SRD:Continual_Flame)
Assuming both sites are accurate (I'm away from books atm) then I would say that in the overlap, both spells cancel each-other out and the area in the larger green circle is the same as prevailing conditions to someone with low light vision. However, only the area within the smaller green circle would have prevailing conditions without low light vision.
A: With prevailing conditions being total darkness, I would say that the two spells cancel eachother out in the overlap, but that means it is totally dark regardless, so I would say that they cannot see into the overlap as it is completely dark and they can't see it without the light source that is canceled out in the zone.
B: I don't think so, I believe it just means that people with low light vision can use the (rapidly fading) light from the torch to see stuff that much farther.
C: I think it would, but I could very well be wrong here. My reading would be that the continual flame stops the darkness spell, which allows another light source to illuminate that area.

Hope this helped (and its not totally wrong:smallsmile:)