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  1. - Top - End - #1
    Bugbear in the Playground
     
    DruidGuy

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    Default Forcing (Natural) Darkness [PF/3.5]

    I'm currently working on a Halfling Barbarian Character that has Low-Light Vision and 60 foot Darkvision, along with a Ring of Darkhidden from the MiC.

    Between those bits, it means that this PC will be able to see perfectly in non-magical darkness, but enemies won't be able to see him.

    I'd like to maximize the usefulness of both of those abilities. Does anyone have any good suggestions on how to make sure that fights frequently happen in the dark?

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    Diarmuid's Avatar

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    The problem you're going to run into here is that magical darkness is actually a lot more light than natural darkness. Aside from fighting in unlit caves, you're pretty much boned.

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    Keld Denar's Avatar

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Make an offhand remark about how the sun is inhibiting your combat abilities, then, using Iron Heart Surge, roar with effort and immediately end the sun.

    Now everything is dark, and you'll rule the world!
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  4. - Top - End - #4
    Bugbear in the Playground
     
    DruidGuy

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Quote Originally Posted by Diarmuid View Post
    The problem you're going to run into here is that magical darkness is actually a lot more light than natural darkness. Aside from fighting in unlit caves, you're pretty much boned.
    So there's no way to magically create non-magical darkness?

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    Snake-Aes's Avatar

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Quote Originally Posted by subject42 View Post
    So there's no way to magically create non-magical darkness?
    You can close the windows.

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    Barbarian in the Playground
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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Re-thinking this concept, why the hell not?
    If you can use magic to BLOCK LIGHT then it isn't really "magical darkness" it's just "magically blocked light".

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    Snake-Aes's Avatar

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Quote Originally Posted by Lev View Post
    Re-thinking this concept, why the hell not?
    If you can use magic to BLOCK LIGHT then it isn't really "magical darkness" it's just "magically blocked light".
    A conjuration can be devised for that. I don't think there are many around because darkvision is so common among anything that isn't a simple humanoid.

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    FMArthur's Avatar

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Craft a totally worthless structure, basically a pile of rubble and sticks, around every combat encounter. If your structure is worth literally nothing, rejoice! You can make it in no time at all. I can think of a few reasons you could argue why your structure has negative value, which you could then construct into the past! The universe should be perfectly able to survive a few time paradoxes; you could likely plan to make one and then decide not to after you see it pop into existence. What, you think it would vanish, or that time itself clogs and freezes from your little shelter? Don't be ridiculous. You are probably now residing in an alternate timeline from the you that build the structure into the past. Regardless, not only is it dark in your mound of filth, your enemies are likely unable to move!
    • Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
    • Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.

  9. - Top - End - #9
    Titan in the Playground
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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    There's a horribly wasteful Epic Spell that creates a solar eclipse.
    Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor

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    DruidGuy

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    While I like the idea of abusing skill checks and ToB to create cross-temporal shantytown battle arenas, I was hoping for something more along the lines of "Tenser's Comically Large Floating Parasol".

    I take it that I'm out of luck on that one?
    Last edited by subject42; 2010-08-16 at 04:01 PM.

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    Lord Vukodlak's Avatar

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Quote Originally Posted by daylight spell
    Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
    If you bring a light and darkness effect of equal strength together you end up with the natural light conditions.

  12. - Top - End - #12
    Orc in the Playground
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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    There's a level 0 spell in the BoVD that makes "regular" darkness, which seems to be exactly what you're gunning for:

    Spoiler
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    No Light
    Transmutation
    Level: Brd 1, Clr 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 20-ft.-radius spread
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No
    The caster creates an area of darkness. Normal light sources cannot illuminate the area, but darkvision allows a creature to see within the area. Light counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells counter and dispel no light.



    limited invisibility sphere for natural darkness:
    Spoiler
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    Darklight
    Evocation [Darkness]
    Level: Asn 2, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 action
    Range: Touch
    Target: One creature or
    object touched
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No
    The caster makes one creature or object radiate special darkness called darklight in a 5-foot-radius sphere. This spell is most useful in a large, naturally dark area. Within the darklight sphere, creatures that can normally see in the light can see, even though there is no light.
    Only creatures and objects in the sphere can be seen, and only creatures in the sphere can see within the sphere, unless other observers can naturally see in the dark. Thus, while two creatures in the sphere can see each other, a creature standing outside the sphere can neither see the creatures in the sphere (assuming it doesn’t have darkvision), nor can it be seen by them. A creature with darkvision standing outside the sphere could see those within the sphere, but those inside could not discern the creature.
    The darklight spell’s sphere is invisible in normal light and does not function in magical darkness.


    edit: And worth noting, even if it's redundant with your magic item:

    Spoiler
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    VEIL OF SHADOW
    Evocation [Darkness]
    Le vel: Assassin 2, blackguard 2,
    cleric 2, sorcerer/wizard 2
    Components: V, S
    Ca sting Time: 1 standard
    action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    You speak the words of this spell, and tendrils of purple darkness rise from the ground, surrounding you and concealing you from your foes. Swirling wisps of darkness obscure your form, granting you concealment.

    The 20% miss chance is in effect even if the attacker has darkvision. This spell effect is dispelled in daylight or in the area of a light spell of 3rd level or higher.

    See invisibility does not counter a veil of shadow’s concealment effect, but a true seeing spell does.


    And following the shadow motif is 'distracting shadows,' a very nice, if double-edged, low level spell for a sneaky type.

    Spoiler
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    DISTRACTING SHADOWS
    Evocation [Darkness]
    Level: Bard 1, sorcerer/wizard 1
    Components: V, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Object touched
    Duration: 24 hours (D)
    Saving Throw: None
    Spell Resistance: No
    This spell causes an object to radiate distracting shadows in a 10-foot-radius spread. Casual scrutiny of an affected area doesn’t reveal anything out of the ordinary; however, cracks, crannies, corners, hidden traps, and secret entrances or exits within the area become harder to spot.

    Creatures within the area or looking into it are subliminally confused by the distracting shadows, and take a –5 penalty on all Spot and Search checks. However, the shadows do not provide sufficient concealment for a creature to make a Hide check.

    Distracting shadows counters or dispels any light or darkness spell of equal or lower level.

    Distracting shadows can be made permanent with a permanency spell (minimum caster level 10th; cost 1,000 XP)
    Cast it on a rock and carry it around with you when you're being sneaky, then stuff it in your pocket when you need to take a closer look at something.
    Last edited by Shalist; 2010-08-16 at 05:23 PM.
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  13. - Top - End - #13
    Orc in the Playground
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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Quote Originally Posted by Diarmuid View Post
    The problem you're going to run into here is that magical darkness is actually a lot more light than natural darkness. Aside from fighting in unlit caves, you're pretty much boned.
    Source checking is fundamental!

    Darkness
    School evocation [darkness]; Level bard 2, cleric 2, sorcerer/wizard
    2

    Casting Time 1 standard action

    Components V, M/DF (bat fur and a piece of coal)

    Range touch

    Target object touched

    Duration 1 min./level (D)

    Saving Throw none; Spell Resistance no

    This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

    If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

    This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

  14. - Top - End - #14
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    Cheesy74's Avatar

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Let's not forget the first-level psion/wilder power Control Light. It does exactly what you're looking for: adjusts ambient light levels without creating magical darkness. The text doesn't mention how it affects magical light sources, simply saying that it changes illumination. You'll have to talk with your DM about whether or not it affects magical light sources like Daylight spells.

    The issue is that the only real way for non-psions to use psionic powers is with psionic tattoos, and those only work for personal powers (unless I misread the text). If someone knows of another way to do this, please post.
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    Keld Denar's Avatar

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Ah, but sir, it is you who must check your sources. The Darkness you linked is the 3.0 version, which has been replaced by the 3.5 version.

    Quote Originally Posted by SRD
    Darkness
    Evocation [Darkness]
    Level: Brd 2, Clr 2, Sor/Wiz 2
    Components: V, M/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Object touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

    Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

    If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

    Darkness counters or dispels any light spell of equal or lower spell level.

    Arcane Material Component
    A bit of bat fur and either a drop of pitch or a piece of coal.
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  16. - Top - End - #16
    Bugbear in the Playground
     
    DruidGuy

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    No light is exactly what I wanted. Thank you very much.

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    Orc in the Playground
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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Quote Originally Posted by Keld Denar View Post
    Ah, but sir, it is you who must check your sources. The Darkness you linked is the 3.0 version, which has been replaced by the 3.5 version.

    <cough> Pathfinder <cough>

    Darkness Pathfinder Style

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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Quote Originally Posted by Cheesy74 View Post
    The issue is that the only real way for non-psions to use psionic powers is with psionic tattoos, and those only work for personal powers (unless I misread the text). If someone knows of another way to do this, please post.
    Use psionic device?

  19. - Top - End - #19
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    Default Re: Forcing (Natural) Darkness [PF/3.5]

    Pretty large number of skill points to throw into a single item's usage (unless other psionic stuff comes up in the campaign a lot).
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