continual flame question [Archive] - Wizards Community

Post/Author/DateTimePost
Duvanok

09-27-04, 12:59 AM
"Light spells counter and dispel darkness spells of an equal or lower level."

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

Okay. My party had an everburning torch. The spell used to create the torch is called Continual flame (Sor/Wiz 2, Clr3).

They come across some drow who cast Darkness (Sor/wiz2, Clr2). What happens to the everburning torch?
Does it counter the darkness spell cast by the drow?
Does the torch and the darkness spell cancel eachother out?
Is the torch permanently dispeled or just for the duration of the darkness spell?
What if the torch was made by a cleric and therefore it's a 3rd level spell?
Would the darkness spell then always be negated by everburning torches crafted by clerics?
:(
glowworm

09-27-04, 01:40 AM
i believe a everburning torch is still a torch i dont think a everburning torch sheds magical light i believe it is non magical. I could be wrong but if i am not and it is nonmagical. then the question is would the darkness dispel normal light? there is your answer. :)

as far as perm dispelled no a darkness cant destroy a magical item but it can render it useless as long as darkness is applied.

as far as cleric vs wizard if the rulling is magical light then i would pick one at random for each unless there is a specific rulling about wiz 2/cleric 3 i am unaware of if so check that one. :)
sparkster4242

09-27-04, 03:54 AM
3.0 Main FAQ, 6/27/03 p. 30

I and many others have found armor of speed, which gives a permanent haste effect to the wearer, far more powerful than its +3 enhancement cost ascribes. Are there any official eratta or words of advice on how to rule usage of armor of speed in a game?
Yes, the armor works just like boots of speed (command activated, up to 10 rounds of haste each day). The speed armor quality costs the same as +2 armor bonus.
CaoSlayer

09-27-04, 05:19 AM
The broken armor of speed was from Defenders of the Faith and indeed was very broken. I banned it in my games.
Huan

09-27-04, 11:31 AM
Nothign would really happen other than the torch would not be able to be seen under the cover of magical darkness (like a normal torch)... there is no dispelling or anything.
Zherog

09-27-04, 11:36 AM
Not sure what the armor of speed stuff has to do with the original topic...

Back on topic:

i believe a everburning torch is still a torch i dont think a everburning torch sheds magical light i believe it is non magical. I could be wrong but if i am not and it is nonmagical. then the question is would the darkness dispel normal light? there is your answer.

I'm pretty sure an everburning torch is indeed a magical item - it's just a very cheep item. As Huan said, the light of the torch would be suppressed while within the magical darkness. When the darkness effect ended, or when the torch left it's area, it would resume functioning.
Huan

09-27-04, 12:41 PM
I think CaoSlayer and sparkster4242 accidently clicked on this thread thinking it was the "Armor of Speed is balanced?" thread...
glowworm

09-27-04, 01:16 PM
as far as nonmagical i was refering to the light of the torch not the torch itself. :)
Zherog

09-27-04, 02:48 PM
I'm pretty sure the light produced by an Everburning Torch is magical, as it's simply an application of the continual flame spell.
Phrennzy

09-27-04, 03:51 PM
"Light spells counter and dispel darkness spells of an equal or lower level."

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

Okay. My party had an everburning torch. The spell used to create the torch is called Continual flame (Sor/Wiz 2, Clr3).

They come across some drow who cast Darkness (Sor/wiz2, Clr2). What happens to the everburning torch?
Does it counter the darkness spell cast by the drow?
Does the torch and the darkness spell cancel eachother out?
Is the torch permanently dispeled or just for the duration of the darkness spell?
What if the torch was made by a cleric and therefore it's a 3rd level spell?
Would the darkness spell then always be negated by everburning torches crafted by clerics?
:(

The first part of "counter and dispells" is for counterspelling. That is, directly casting against a spell. In that case a clerical continual flame always trumps the darkness.

As for bringing the two effects into the same area, I would have them cancel each other out if the flame was a sorc/wiz spell (but when they leave the areas, the spells resume normally.)

If the flame was cast as a 3rd level cleric spell, it would overpower the darkness, cancelling the effect for the time that the area of light the flame produces is inside the area of darkness.
wolfhawk

09-27-04, 04:41 PM
Darkness emits (radiates) shadowy darkness. Continual flame emits light. To be accurate, have the area closest to the darkness be dark (unless they are adjacent), the area closest to the light be light, and the area between be dim.
This is presuming that the two spells are both in operation before meeting. If one is in the raciance/negative radiance area when the other is cast, we usually just have them cancel/fizzle, although that is (strictly speaking) a house rule.

If you wan't one to overpower the other, use Heighten spell to boost the spell level (though note that a spell heightened to 3rd or higher, costs more for the caster's fee, and thus a 3rd spell level everburning torch would cost 200 gp rather than the usual 110 {(spell level x caster level x 10) + materials (50)} gp.