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View Full Version : D&D 5e/Next Spell: Veiled Darkness



Segev
2020-03-30, 10:02 AM
This was inspired by a thread on making a higher-level blindness spell, though it took its own turn. Figured I'd drop it here for balance evaluation, and possible editing suggestions for clarity.
Thanks for any comments, review, or suggestions.

Veiled Darkness
Level 7 Illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of black sheep's wool)
Duration: Concentration, up to 10 minutes

A 30-foot cube of magical darkness obscures a region within range. Darkvision is as blinded as normal vision to things in this space. However, most observers will not be aware of this obscurement, as you may fill it with an illusion that appears visible to all who look into the area. This illusion includes images, sounds, olfactory, and (non-damaging) thermal properties, and just enough tactile presence that it is not automatically given away by touch. The illusion may be of any objects, structures, creatures, phenomena, or terrain you desire. Physical interaction that results in impossibilities (like walking through an object, or running into something the illusion doesn't show them) results in a reflexive Investigation check.

As your action on your turn, you may cause the illusion and its accompanying darkness to move up to 30 feet. It myst remain within range. You may adapt the illusion as it moves so that its motion seems natural.
Those who make an Investigation check against your spell DC, either reflexively as indicated above or as their action, have the illusion broken; they perceive the magical darkness that truly obscures everything within.

Light created by a spell of 8th level or higher reveals anything obscured by the darkness where it falls, though it does not dispel the illusion.