Is darkness.png
Spell Information
Spell level : Innate level: 2, Bard: 2, Cleric: 2, Sorcerer/Wizard: 2, Other: Drow and Tiefling racial spell
School : Evocation
Descriptor(s) : Darkness
Components : Verbal
Range : Long
Target/Area : Huge
Duration : 6 sec. * cLevel
1 Round (cLevel).
Save : None
Spell resistance : Yes

Description[edit | edit source]

All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision.

Notes[edit | edit source]

This spell does not have a somatic component and thus can be cast while in any armor and not be subject to arcane spell failure. Attacking while in darkness will let the enemies notice you in the rounds that you attack.

Gameplay Notes[edit | edit source]

  • This spell is pierced by the Blind Sight and Ultravision spells (latter spell has been cut from the game, but is included in the toolset, see NW_S0_DarkVis.nss). True Seeing does NOT grant immunity to this spell.
  • Potion version doesn't work; best used as a loot to be sold.
  • This spell provides 20% concealment to all within the target area.

Bug Notes[edit | edit source]

General: Ultravision is not included in NWN2, so the above spell description has clearly not been updated since NWN1.


Line 54: This spell doesn't use the NWN2 ApplyMetamagicDurationMods() and ApplyMetamagicDurationTypeMods() functions.

On Enter: NW_S0_DarknessA.nss

Line 56 / 67: This spell has "Spell Resistance: Yes" in the description. Despite this, spell resistance doesn't actually apply - apart from darkness spell immunity. However, doing it with ResistSpell() will mean spell mantles get used up by this spell but do not affect it being applied, and spell resistance could be done giving the impression that it could be stopped by it, but isn't.

Also, the spell resistance lines also need to use the AOE creator - GetAreaOfEffectCreator() - since OBJECT_SELF will cause errors.

DnD 3.5 Darkness[edit | edit source]

Description: 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 (such as light or dancing lights). Higher-level light spells (such as daylight) 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.

External resources[edit | edit source]

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