|Level||Adp 3, Arc 3, Asn 3, Blg 3, Blk 3, Clr 3, Shadow 3, Slayer of Domiel 3, VDarkness 3|
|Casting Time||1 standard action|
|Recharge Time||24 hours|
|Duration||1 day/level (D)|
|Sources||System Reference Document on page 217|
Object sheds supernatural shadow in 60-ft. radius.
A bit of bat fur and either a drop of pitch or a piece of coal.
This spell causes an object to radiate shadowy illumination out to a 60-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.
If deeper darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed.
Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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