How Illumination and Darkness Should Work

Post/Author/DateTimePost
#1

zombiegleemax

Feb 02, 2007 13:48:19
How Illumination and Darkness Should Work

Consider the following thought experiment. You are out camping, and enjoying your campfire. A friend of yours wanders off outside of the brightly lit region of the campfire. When she looks back, you are clearly illuminated by the warm glow of the fire; however, you would have a hard time seeing her at all.

The Player’s Handbook hints that this is the way light works, but does not do a very good job of conveying it explicitly. This article hopes to remedy this (perhaps only perceived) shortcoming. I think readers will find that the changes I am making are small, yet much more in line with the real-world phenomenon of light. Moreover, much of what follows is not an actual change to the rules as written, but rather a clarification.

Lastly, I will discuss the darkness spell, and introduce a new cantrip in the same subschool.

Illumination: Vision and Light

The effects on hiding, concealment, AC, movement, and skill checks, caused by bright light, shadowy illumination, and darkness will be left unchanged. Instead, I add the following:

An object or creature in an area of bright light can be seen by anyone with line of sight to that object or creature.

An object or creature in an area of shadowy illumination can be seen by anyone with line of sight to that object or creature, but gains concealment. Note that an object or creature in an area of shadowy illumination does not have concealment against an observer with darkvision.

An object or creature in an area of total darkness is effectively invisible to all those without darkvision.

The low-light vision ability doubles the extent of the type of light (bright light, or shadowy illumination) from all light sources.

Darkness Spells

As written, the darkness spell can actually brighten an area (if cast in a region of total darkness, for instance). This variant to the spell will change that.

The variant version of darkness works just like the original, except with the proviso that when the area of shadowy illumination caused by the spell overlaps another area of shadowy illumination (either magical or non-magical), the effect will be an area of total darkness. This area of total darkness will effectively blind all creatures, even those with darkvision (it is not normal darkness). In particular, two successive castings of darkness will cause total darkness, even outside in full daylight.

And now I introduce a new cantrip:

Shadows
Evocation [Darkness]
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1/round per level
Saving Throw: None
Spell Resistance: No

This spell works like the variant darkness except: (1) the radius of emanation is only 10 feet; (2) creatures with darkvision are unaffected by this spell.
Shadows counters or dispels any light spell of equal spell level.
Arcane material component: either a drop of pitch or a piece of coal.

I would love to hear comments. Perhaps you have already thought about it this way and found a good reason for it to work as written.
#2

highbulp

Feb 07, 2007 18:30:19
I think the problem is that D&D assumes that people are generally going to be in the same level of light. Either it's day out or it's not. Either you're in range of the torch or you're not.

Or, that the rules like this only really matter for the PCs. If the bad guys need to see the PCs, then they can. That's why it seems like most monsters have Darkvision and/or Lowlight Vision.

But I definitely like your clarification. It is an excellent way to fix a perceived problem without changing a single rule.
#3

zombiegleemax

Feb 08, 2007 2:40:45
It'd probably be best to post that Cantrip on the Magic and Spells board. Having said that, I'd change "Shadows counters or dispels any light spell of equal spell level." to, "Shadows counters or dispels any light spell of equal or lower spell level."

Why? It's 0th level? -> Because if you do it my way, it interacts nicely with Heighten Spell.
#4

zombiegleemax

Feb 09, 2007 2:35:12
It'd probably be best to post that Cantrip on the Magic and Spells board. Having said that, I'd change "Shadows counters or dispels any light spell of equal spell level." to, "Shadows counters or dispels any light spell of equal or lower spell level."

Why? It's 0th level? -> Because if you do it my way, it interacts nicely with Heighten Spell.

That's a very good point, I will try to edit it.

StoneStokes