Darkness
The cleric extinguishes the light of the sun, demonstrating the great power of his deity. From a distance, the darkness appears to be a space of deepest night; no light will penetrate it. Creatures within are blinded.
Effect
1 - 11 | Failure. |
12 - 13 | The space immediately surrounding the cleric, to a radius of 20’, goes completely dark, as if all light had been extinguished. The darkness remains fixed to its location (it does not follow the cleric) and lasts for 1 turn. |
14 - 17 | The cleric can designate a point within 20’ and create a 20’-radius sphere of darkness that remains fixed at that point for a duration of 1 turn. |
18 - 19 | The cleric can designate a point within 100’ and create a 20’-radius sphere of darkness that remains fixed at that point for a duration of 1 turn. |
20 - 23 | The cleric can designate a point within 100’ and create a 20’-radius sphere of darkness centered at that point. The darkness remains for a duration of 1 turn. By concentrating on future rounds, the cleric can move the sphere of darkness up to 40’ per round, beyond the original 100’ range if he so chooses. |
24 - 27 | The cleric can designate a point within 200’ and create a sphere of darkness of up to 40’ radius centered at that point. The darkness remains for a duration of 2 turns. By concentrating on future rounds, the cleric can move the sphere of darkness up to 80’ per round, beyond the original 200’ range if he so chooses. |
28 - 29 | The cleric can extinguish sources of light. He designates a point within 200’, and a sphere of darkness up to 40’ in radius appears at that point. The cleric can move this sphere at a speed of 80’ per round. No concentration is required. The sphere lasts for 1 hour. In addition, all terrestrial sources of light within the sphere of darkness are extinguished. Torches go out, lanterns sputter and die, glowworms fade, and so on. |
30 - 31 | With a sweep of his arm, the cleric can cast an enormous space into darkness. The cleric can choose one of three effects: a cone extending 400’ to a final width of 100’; a sphere up to 60’ radius centered at any point within 300’; or a wide line, up to 1,000’ long and 10’ wide. Within the area of effect, total darkness reigns; no light source can penetrate. In addition, all terrestrial sources of light within the sphere of darkness are extinguished. Torches go out, lanterns sputter and die, glowworms fade, and so on. However, the cleric can see through the darkness. The dark space can be moved up to 100’ per round without concentration. It lasts for up to 1 day or until dismissed. |
32+ | The cleric can blot out the sun, the moon, the stars, or other sources of light. This extraordinary display of divine power requires great concentration. If this result is achieved, the cleric may continue to concentrate. All light sources that illuminate a space 500’ in all directions begin to fade. For every round the cleric concentrates, light sources fade by 1d20%. Torches still burn, but their flames seem to emit less light each round. The judge rolls each round the cleric continues to concentrate. When the total breaks 100%, all light sources have been completely extinguished, and the countryside around the cleric is completely darkened (at least to the eyes of all within 500’ – the sun still seems to shine in other kingdoms). Once all light sources are extinguished, the radius of the effect begins to expand by another 1d20’ per round of concentration. The maximum range is the cleric’s CL x 1,000’. The effect continues as long as the cleric concentrates. When concentration is broken, the light reappears at the same rate it was extinguished; e.g., if it took 7 rounds to fade, it takes 7 rounds to reach full strength again. |
Manifestation
Roll 1d3: (1) shadowy cloud of darkness; (2) absolute blackness; (3) thick oily black mist.
Related Discipline
Divine
Effect Duration
1 Turn or more
Effect Casting Time
1 Action or more
Range
20’ radius or more
Level
1
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