Itis a type of Magic which allows users to manipulate and control Darkness for various effects. This Magic has a form that can be used for destroying objects, blocking enemies' attacks and picking up objects.[1] The color of the Magic varies depending on the caster (red, purple, black, green, etc.).
Like other elemental Magic, this Magic includes body transformation. Users such as Simon control the surrounding darkness and shadow, engulfing others and the immediate vicinity into its pitch-black darkness, themselves included.[2] The element can also be crafted into many different shapes, including, but not limited to, beams and the like, which the user typically shoots at their foe in an effort to mortally wound them.[3] Additionally, the user can warp their Darkness Magic into the form of a shield to protect themselves from oncoming attacks.[4]
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.
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.
Imagine an area brightly lit by torches. What happens when I cast a darkness spell? Is the light reduced by one step, as per the first quote, or to complete darkness, since the second part tells us to ignore torches? A pedantic/literal reading might suggest the latter, but that doesn't jibe with how the spell as a whole is worded, so I'd be kind of surprised if that's the actual intent. (Especially when comparing to the 3.5 version of the same spell.)
No, sunrods can never increase the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level, and then reduces it one step.
My reading is that you can't keep adding non-magical light to the area of a darkness spell and expect to increase the light level. If you have a normally lit room which is then subject to magical darkness, the light level drops to dim. You could strike a sunrod, or build a bonfire in the middle of the room, or rip the roof off and expose the room to direct sunlight, or ignite a limelight and none of that would increase the light level within the area of magical darkness above dim.
I believe the second part you quoted says it, magic sources of light (or in this case darkness) trump non magic sources, meaning a torch or lantern will have negligible effect If within an area affected by Darkness, and when two competing magical sources come into play the higher level of the two wins out.
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.Daylight counters or dispels any darkness spell of equal or lower level, such as darkness
The bottom section of the darkness and daylight spells seem to suggest that if the magical light sources are the same level, they counter each other, and if one is of a higher level, it dispels the other.
for the confusion between lowering the light level or casting total darkness, i think the difference lies in something being "natural" light or "artificial" light. The spell description seems to indicate that it renders all artificial light useless and so an area underground with no natural light would go straight to complete darkness when introduced to the spell, where as outside where natural light like the sun or a bright moon it would simply lower the level.
Darkness has no effect in an area also affected by magical light of higher spell level. If the effects of darkness and magical light of the same spell level overlap, neither effect dominates and the otherwise prevailing lighting conditions hold.
Darkness Magic is incredibly versatile and capable of being used and manipulated in a variety of different ways. First and foremost is the "texture" of a wizard's shadows. Some are seen manifesting darkness in an energy-like form, a solid form, smoke-like form and liquid form, and switching between these phases. The user is capable of creating beams, arcs and waves of darkness, shaping their darkness into makeshift constructs such as blades and shields reminiscent of Darkness-Make. They are also capable of creating areas of total darkness, teleporting themselves through the shadows, causing darkness to collapse on itself like sinkholes or even transforming their body into darkness. In general, the projected "darkness" is pitch black or dark grey, however, is often outlined by the color of the user's magic power or has a purplish tint.
Darkness Magic is contrasted by its counterpart Light Magic. Contrary to belief, none is superior to the other, as they exist in equilibrium. Light cannot exist without darkness just as easily as there is no darkness without light. Thus, in a battle between Light Magic and Darkness Magic, none truly has an advantage. The advantage comes from the talent and usage of the mage.
Notice: The spells listed here are a combination of spells based on those in canon and collaborative user-submitted spells. Any spell listed is Free Use. If used, the FTF Administration encourages you to customize the spell description to your character.
The power to use darkness/shadow-related magic. Form of Magic. Variation of Darkness Manipulation and Elemental Magic. Opposite to Light Magic. Magical counterpart to Darkness Science. Not to be confused with Dark Arts.
Users are able use a form of magic that is related and based on darkness and shadows. For example, one can use this magic to gain access to (esoteric/mystic/magical) shadow-related abilities (E.g. Shadow Manipulation) or to cast spells that require or are related to bones (E.g. an Astral Projection spell or Healing spell).
Darkness MagicKana闇の魔法 やみのまほうRomajiYami no MahouOther NamesDark Magic
Shadow MagicProfileTypeTechniqueAbilitiesAllows the user to create and control the element of Darkness.Wielder(s)Aži DahākaDarkness Magic is a type of Elemental Magic that allows the user to utilize the element of darkness.
A form of Magic that revolves around the use of darkness, which allows users to manipulate and control darkness for various effects such as curses, barriers and offensive projectiles. The user can create, shape and manipulate darkness and shadows (i.e. changing the shape of one's own shadow to form tentacle-like appendages and use them to bind targets).
A magic that allows its caster to create and attack their targets with darkness. Everything the darkness hits is effectively erased from existence. It is said to be at its strongest during an eclipse.
In the Classic World of Darkness, magic is the imposition of one's will upon the Tapestry. It takes many forms. Generally speaking, any effect upon by which the supernatural touches on the natural, or by which the natural world is made to do something counter to the known laws of physics, may be called magic. However in practise, this term is generally resolved for mages: other supernaturals have their own terminology for the effects they can produce.
Linear magic (also "hedge magic" or "sorcery") is perhaps the most common form of magic seen in the World of Darkness, as nearly any mortal is capable of learning it. Where dynamic magic (see below) forges new paths (or steamrolls the entire forest), linear magic walks the well-worn paths in the fabric of reality. Great feats can be accomplished, but no true innovation.
Dynamic magic (also "true magic", "Awakened magic", or the obsolete "magick") is far more powerful than its linear counterpart. Dynamic mages reshape reality itself and, manipulating the Nine Pillars of Creation, they are theoretically capable of anything. Unfortunately, as payment for their near-infinite capabilities, they're subject to Paradox, a punishment handed down from reality for working against its rules.
Entropic Magic (also Qlippothic Magic), is quite disturbing. All mages try to overcome themselves and the shackles of reality in one way or another. The Nephandi - however - take this idea to the extreme. To them, the ultimate obstacles to overcome are the taboos and morals of the human condition, adherence to sanity, and the very existence of reality itself. They do not intend to achieve a higher form of being i.e. Ascension, but strive for utter destruction and oblivion - Descension.
This magic attribute allows the user to generate and manipulate darkness at will.[1] The user is able to use this magic without the need of a grimoire. However, in order to use it to its full potential, specific spells are required, which are stored within grimoires.
Dark Magic has been described as the polar opposite of Light Magic, and one of the fundamental properties of this magic is that it has low speed.[2] To combat this disadvantage, certain mages utilize Reinforcement Magic to channel Dark Magic through a weapon and increase their physical attributes.[1] Another trait of Dark Magic is its minor gravitational effect, drawing in and absorbing other magic,[3] as well as pulling in and immobilizing people.[4][5] Dark Magic also has a strong compatibility with Shadow Magic, as the two magic attributes together can be used to continuously synergize and strengthen each other.[6]
Since the power of the underworld is said to dwell in Dark Magic,[7] it is one of the magic attributes necessary for growing the Tree of Qliphoth.[8] Because of this underworld influence, it is an Arcane Stage magic and so is effective against devils and their magic and cannot be manipulated by Kotodama Magic.[9]
Ornella and Arantir have come near Flammschrein, the base of demonic worship. What remains is to capture it and defeat Orlando. The task is not easy, as the knights protect the land and even the demons ambush the attackers. Still, they do have the support of Heresh, as each week a caravan will come to Nergal-shum. South of the city are some paladins who want to serve Arantir and Asha, but their souls were captured by Alastor. By defeating Alastor the paladins will become death knights and will join his ranks.
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