Again, this is your definition, not something laid out in the rules of the game. All the spell needs to do is create any light. Discussions of how much light it creates only matter when the source of the light is located outside the area of darkness and potentially overlaps it or not.
I can accept that. But it is a light-creating 2nd level spell with a duration that is not instantaneous. And that's good enough to meet the standard laid out in SAC.
Again, this is your definition, not something laid out in the rules of the game. All the spell needs to do is create any light.
No it doesn't; darknessexplicitly states that it needs to be an "area of light" not just "any light", and guiding bolt unambiguously lacks an area.
The target may be illuminated or highlighted in some way, but there is no reason to assume that there is a meaningful "area of light" as darkness requires for its dispel effect to trigger, because no area was given. By default, spells only do as they say, and I say this as someone who argues that create bonfire produces heat and light (but it's purely environment heat/light that's left up to the DM to decide how to handle).
And this is all laid out in the rules, both for the darkness and guiding bolt spells themselves, the rules on spell area, the rules on light and so-on, as I've already pointed to.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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I can accept that. But it is a light-creating 2nd level spell with a duration that is not instantaneous. And that's good enough to meet the standard laid out in SAC.
It meets SAC saying ''light-creating'' spell but not darkness who says ''area of light''
I have a feeling SAC oversimplified while reiterating but you have a point.
Again, this is your definition, not something laid out in the rules of the game. All the spell needs to do is create any light.
No it doesn't; darknessexplicitly states that it needs to be an "area of light" not just "any light", and guiding bolt unambiguously lacks an area.
The target may be illuminated or highlighted in some way, but there is no reason to assume that there is a meaningful "area of light" as darkness requires for its dispel effect to trigger, because no area was given. By default, spells only do as they say, and I say this as someone who argues that create bonfire produces heat and light (but it's purely environment heat/light that's left up to the DM to decide how to handle).
And this is all laid out in the rules, both for the darkness and guiding bolt spells themselves, the rules on spell area, the rules on light and so-on, as I've already pointed to.
It doesn't lack an area of light. It lacks a defined area of light in the format of Xft. But anything that sheds an amount of light necessarily has an area of light.
The area it lights, is a creature.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Again, this is your definition, not something laid out in the rules of the game. All the spell needs to do is create any light.
No it doesn't; darknessexplicitly states that it needs to be an "area of light" not just "any light", and guiding bolt unambiguously lacks an area.
The target may be illuminated or highlighted in some way, but there is no reason to assume that there is a meaningful "area of light" as darkness requires for its dispel effect to trigger, because no area was given. By default, spells only do as they say, and I say this as someone who argues that create bonfire produces heat and light (but it's purely environment heat/light that's left up to the DM to decide how to handle).
And this is all laid out in the rules, both for the darkness and guiding bolt spells themselves, the rules on spell area, the rules on light and so-on, as I've already pointed to.
darkness also says the dispel triggers if the darkness's area overlaps with another area. That's generally only a word that would get used when comparing two defined areas.
I suspect the intention was to allow the darkness to "eat" the light of the other spell even if it didn't actually overlap its point of origin, though -- i.e., if you come too close to it while wielding a flame blade, the blade gets snuffed out
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I suspect the intention was to allow the darkness to "eat" the light of the other spell even if it didn't actually overlap its point of origin, though -- i.e., if you come too close to it while wielding a flame blade, the blade gets snuffed out
This is how I see it as well. Had they not used the phrase "area of light" then darkness would only dispel light if the source of the light was within the area of darkness. The phrase "Area of light" was used to increase the scope of its usefulness, not limit it.
This is how I see it as well. Had they not used the phrase "area of light" then darkness would only dispel light if the source of the light was within the area of darkness. The phrase "Area of light" was used to increase the scope of its usefulness, not limit it
That doesn't really track though because there would be no need to specify "area of light" if that were the intention, it would just say "any light" that overlaps the area, as that is less specific, rather than more specific, as "overlapping" doesn't require the source of an area of light to be within the darkness.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Most attack spells require the caster to be able to see the target.
Most doesn't you mean, 3/36 attack spells on Dndbeyond actually require it.
Where on earth did you get only 3 from? I got more than three from cantrips alone. Let’s break it down;
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
A heavily obscured area — such as darkness, opaque fog, or dense foliage — blocks vision entirely. A creature effectively suffers from the blinded condition (see Appendix A) when trying to see something in that area.
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Attack spells I.E. spells that you use to attack with as opposed to healing spells or buffing spells.
Acid Splash - You hurl a bubble of acid. Choose one or two creatures you can see within range.
Create bonfire - You create a bonfire on ground that you can see within range.
Frostbite - You cause numbing frost to form on one creature that you can see within range.
Lightning Leash - You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you.
Mind Sliver - You drive a disorienting spike of psychic energy into the mind of one creature you can see within range.
Poison spray - You extend your hand toward a creature you can see within range
Toll the dead - You point at one creature you can see within range
Vicious mockery - You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
These spells specifically require you to be able to see the target, spells like fireball can get around the restriction but in the rules I quoted darkness creates heavy concealment which completely conceals someone inside it. A target which is completely concealed has total cover, and targets with total cover cannot be directly targeted by a spell, they can only be hit by AoE spells. So while guiding bolt does not specify that you have to see the target, it does fall foul of the concealment rules. So it doesn’t matter if darkness would block guiding bolt as you couldn’t cast it at someone within the darkness anyway.
Most attack spells require the caster to be able to see the target.
Most doesn't you mean, 3/36 attack spells on Dndbeyond actually require it.
Where on earth did you get only 3 from?
From melee or ranged attack spells. DDB haa a search field specifically for those attack spells while another field is combat. Such miscommunication was alluded upthread.
A spell with a saving throw may be a combat spell but not an attack one as you are not attacking which is marked by the presence of an attack roll. Most attack spells dont require seeing the target but if you refer to all combat spells then there is much more ones indeed.
Again, this is your definition, not something laid out in the rules of the game. All the spell needs to do is create any light. Discussions of how much light it creates only matter when the source of the light is located outside the area of darkness and potentially overlaps it or not.
I can accept that. But it is a light-creating 2nd level spell with a duration that is not instantaneous. And that's good enough to meet the standard laid out in SAC.
"Not all those who wander are lost"
No it doesn't; darkness explicitly states that it needs to be an "area of light" not just "any light", and guiding bolt unambiguously lacks an area.
The target may be illuminated or highlighted in some way, but there is no reason to assume that there is a meaningful "area of light" as darkness requires for its dispel effect to trigger, because no area was given. By default, spells only do as they say, and I say this as someone who argues that create bonfire produces heat and light (but it's purely environment heat/light that's left up to the DM to decide how to handle).
And this is all laid out in the rules, both for the darkness and guiding bolt spells themselves, the rules on spell area, the rules on light and so-on, as I've already pointed to.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
It meets SAC saying ''light-creating'' spell but not darkness who says ''area of light''
I have a feeling SAC oversimplified while reiterating but you have a point.
It doesn't lack an area of light. It lacks a defined area of light in the format of Xft. But anything that sheds an amount of light necessarily has an area of light.
The area it lights, is a creature.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
darkness also says the dispel triggers if the darkness's area overlaps with another area. That's generally only a word that would get used when comparing two defined areas.
I suspect the intention was to allow the darkness to "eat" the light of the other spell even if it didn't actually overlap its point of origin, though -- i.e., if you come too close to it while wielding a flame blade, the blade gets snuffed out
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
This is how I see it as well. Had they not used the phrase "area of light" then darkness would only dispel light if the source of the light was within the area of darkness. The phrase "Area of light" was used to increase the scope of its usefulness, not limit it.
"Not all those who wander are lost"
That doesn't really track though because there would be no need to specify "area of light" if that were the intention, it would just say "any light" that overlaps the area, as that is less specific, rather than more specific, as "overlapping" doesn't require the source of an area of light to be within the darkness.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Where on earth did you get only 3 from? I got more than three from cantrips alone. Let’s break it down;
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
A heavily obscured area — such as darkness, opaque fog, or dense foliage — blocks vision entirely. A creature effectively suffers from the blinded condition (see Appendix A) when trying to see something in that area.
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Attack spells I.E. spells that you use to attack with as opposed to healing spells or buffing spells.
Acid Splash - You hurl a bubble of acid. Choose one or two creatures you can see within range.
Create bonfire - You create a bonfire on ground that you can see within range.
Frostbite - You cause numbing frost to form on one creature that you can see within range.
Lightning Leash - You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you.
Mind Sliver - You drive a disorienting spike of psychic energy into the mind of one creature you can see within range.
Poison spray - You extend your hand toward a creature you can see within range
Toll the dead - You point at one creature you can see within range
Vicious mockery - You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
These spells specifically require you to be able to see the target, spells like fireball can get around the restriction but in the rules I quoted darkness creates heavy concealment which completely conceals someone inside it. A target which is completely concealed has total cover, and targets with total cover cannot be directly targeted by a spell, they can only be hit by AoE spells. So while guiding bolt does not specify that you have to see the target, it does fall foul of the concealment rules. So it doesn’t matter if darkness would block guiding bolt as you couldn’t cast it at someone within the darkness anyway.
From melee or ranged attack spells. DDB haa a search field specifically for those attack spells while another field is combat. Such miscommunication was alluded upthread.
A spell with a saving throw may be a combat spell but not an attack one as you are not attacking which is marked by the presence of an attack roll. Most attack spells dont require seeing the target but if you refer to all combat spells then there is much more ones indeed.