Is this custom darkness spell unbalanced?

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As written, the Darkness spell is a 2nd level spell that last 10 minutes, requires concentration, impacts a 15' radius, and cannot be seen through even with darkvision.



As written, the Daylight spell is a 3rd level spell that lasts 1 hour, does not require concentration, impacts a 60' radius with bright light, and another 60' with dim light. This seems notably stronger without a countering spell.



To counter this, I'd propose a spell with properties similar to those for Daylight, but for darkness:




Greater Darkness



3rd Level Evocation



Casting Time: 1 Action



Range: 60 feet



Components: V,S



Duration: 1 hour



Magical darkness spreads from a point you choose within range to fill
a 60-foot-radius sphere for the duration. The darkness spreads around
corners. A creature with darkvision can’t see through this darkness,
and nonmagical light can’t illuminate it.



If the point you choose is on an object you are holding or one that
isn’t being worn or carried, the darkness emanates from the object and
moves with it. Completely covering the source of the darkness with an
opaque object, such as a bowl or a helm, blocks the darkness.



If any of this spell’s area overlaps with an area of light created by
a spell of 3rd level or lower, the spell that created the light is
dispelled.




If it affects the balance, I'd make this spell available to any class that has Darkness on their spell list.



Is this spell unbalanced?










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    As written, the Darkness spell is a 2nd level spell that last 10 minutes, requires concentration, impacts a 15' radius, and cannot be seen through even with darkvision.



    As written, the Daylight spell is a 3rd level spell that lasts 1 hour, does not require concentration, impacts a 60' radius with bright light, and another 60' with dim light. This seems notably stronger without a countering spell.



    To counter this, I'd propose a spell with properties similar to those for Daylight, but for darkness:




    Greater Darkness



    3rd Level Evocation



    Casting Time: 1 Action



    Range: 60 feet



    Components: V,S



    Duration: 1 hour



    Magical darkness spreads from a point you choose within range to fill
    a 60-foot-radius sphere for the duration. The darkness spreads around
    corners. A creature with darkvision can’t see through this darkness,
    and nonmagical light can’t illuminate it.



    If the point you choose is on an object you are holding or one that
    isn’t being worn or carried, the darkness emanates from the object and
    moves with it. Completely covering the source of the darkness with an
    opaque object, such as a bowl or a helm, blocks the darkness.



    If any of this spell’s area overlaps with an area of light created by
    a spell of 3rd level or lower, the spell that created the light is
    dispelled.




    If it affects the balance, I'd make this spell available to any class that has Darkness on their spell list.



    Is this spell unbalanced?










    share|improve this question























      up vote
      4
      down vote

      favorite









      up vote
      4
      down vote

      favorite











      As written, the Darkness spell is a 2nd level spell that last 10 minutes, requires concentration, impacts a 15' radius, and cannot be seen through even with darkvision.



      As written, the Daylight spell is a 3rd level spell that lasts 1 hour, does not require concentration, impacts a 60' radius with bright light, and another 60' with dim light. This seems notably stronger without a countering spell.



      To counter this, I'd propose a spell with properties similar to those for Daylight, but for darkness:




      Greater Darkness



      3rd Level Evocation



      Casting Time: 1 Action



      Range: 60 feet



      Components: V,S



      Duration: 1 hour



      Magical darkness spreads from a point you choose within range to fill
      a 60-foot-radius sphere for the duration. The darkness spreads around
      corners. A creature with darkvision can’t see through this darkness,
      and nonmagical light can’t illuminate it.



      If the point you choose is on an object you are holding or one that
      isn’t being worn or carried, the darkness emanates from the object and
      moves with it. Completely covering the source of the darkness with an
      opaque object, such as a bowl or a helm, blocks the darkness.



      If any of this spell’s area overlaps with an area of light created by
      a spell of 3rd level or lower, the spell that created the light is
      dispelled.




      If it affects the balance, I'd make this spell available to any class that has Darkness on their spell list.



      Is this spell unbalanced?










      share|improve this question













      As written, the Darkness spell is a 2nd level spell that last 10 minutes, requires concentration, impacts a 15' radius, and cannot be seen through even with darkvision.



      As written, the Daylight spell is a 3rd level spell that lasts 1 hour, does not require concentration, impacts a 60' radius with bright light, and another 60' with dim light. This seems notably stronger without a countering spell.



      To counter this, I'd propose a spell with properties similar to those for Daylight, but for darkness:




      Greater Darkness



      3rd Level Evocation



      Casting Time: 1 Action



      Range: 60 feet



      Components: V,S



      Duration: 1 hour



      Magical darkness spreads from a point you choose within range to fill
      a 60-foot-radius sphere for the duration. The darkness spreads around
      corners. A creature with darkvision can’t see through this darkness,
      and nonmagical light can’t illuminate it.



      If the point you choose is on an object you are holding or one that
      isn’t being worn or carried, the darkness emanates from the object and
      moves with it. Completely covering the source of the darkness with an
      opaque object, such as a bowl or a helm, blocks the darkness.



      If any of this spell’s area overlaps with an area of light created by
      a spell of 3rd level or lower, the spell that created the light is
      dispelled.




      If it affects the balance, I'd make this spell available to any class that has Darkness on their spell list.



      Is this spell unbalanced?







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      Pyrotechnical

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          I think what you are confusing is the fact that Daylight is a ¨counterspell¨. What I mean by that is that most spellcasters won't find the spell useful outside of RP and dungeons where lighting is a problem. Darkness on the other hand can be used in a lot more situations. For example, you can cast darkness on the archers that are shooting you from the top of the castle. Now, imagine that instead of darkness being 15 ft radius (3x3) it is 60 ft (12x12). This is 16 times stronger than the lvl 2 darkness spell.



          I think at the moment the spell is too powerful as a level 3 spell. Make it lvl 4 or 5 and it's more balanced.






          share|improve this answer










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          Oxtrooo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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          • Daylight is not a counterspell but a roving dispel of any magical darkness cast with a lower level slot. It will dispell any darkness within 120' so long as it has line of sight/effect.
            – Slagmoth
            3 mins ago










          • Your archer example might not be the best one. Creatures in a heavily obscured area have both advantage and disadvantage and thus roll a single d20 (unless they have a way to see through it). Enemy mages might be a better example, since heavy obscurement blocks any spell that requires you to see your target.
            – Chris Starnes
            50 secs ago

















          up vote
          0
          down vote













          This spell is too powerful when comparing PCs, monsters, and Darkness



          Almost all PCs in D&D 5e have no way to see through magical darkness. Of the ones that can, there are exactly two ways you can do so:



          1. Warlock level 2 invocation, Devil's Sight.

          2. Ranger Gloom Stalker level 3 feature, Umbral Sight.

          Due to how specific these abilities are, you are unlikely to have more than one character in your party who can see through Darkvision.



          Consider the fact that there are a decent number of creatures who have Blindsense, Tremorsense, Truesight, or the ability to see through magical darkness. Many of these abilities are more common to monsters, and as a result, creating an encounter around this concept is extremely "unfun", as one of two things are capable of happening:



          1. They can ignore the Darkness, making it so only one player is capable of aptly participating in the fight while the rest bumble around.

          2. They can try to cast some kind of level 3+ light spell in an attempt to dispel it, assuming they had one prepared.

          3. They can go around it (6x6 square)

          4. They can break the concentration of the caster (disadvantage to hit, can't use most saving throw abilities due to no Line of Sight)

          5. Counterspell

          That's the issue with the existing Darkness. You can either deal with it, or you can't, and there's not much in-between these options.



          Compound this fact that the existing Darkness spell has a 15 foot radius, and the fact that your Greater Darkness spell has a 60 foot radius. The area of the Darkness spell is roughly a 6x6 box. Your spell, in comparison, is roughly a 12x12 box, or covering 4 times as much area than the Darkness spell.



          In this situation, how do you plan for mundane fighters to participate in this kind of encounter? By upcasting a light spell they have prepared with a level 4 spell slot? In how many situations is that going to be a possibility?



          The Darkness spell works because upcasting it when you have higher spell slots isn't very beneficial (when it can be dealt with using higher spell slots, more prepared spells, or magical items) and also due to its limited area. By removing those weaknesses, you leave no real possibility for counter play.



          Player decision making is the heart of D&D, and this spell injures that. This spell is not beneficial to D&D as it is.





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            2 Answers
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            2 Answers
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            active

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            active

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            up vote
            3
            down vote













            I think what you are confusing is the fact that Daylight is a ¨counterspell¨. What I mean by that is that most spellcasters won't find the spell useful outside of RP and dungeons where lighting is a problem. Darkness on the other hand can be used in a lot more situations. For example, you can cast darkness on the archers that are shooting you from the top of the castle. Now, imagine that instead of darkness being 15 ft radius (3x3) it is 60 ft (12x12). This is 16 times stronger than the lvl 2 darkness spell.



            I think at the moment the spell is too powerful as a level 3 spell. Make it lvl 4 or 5 and it's more balanced.






            share|improve this answer










            New contributor




            Oxtrooo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.

















            • Daylight is not a counterspell but a roving dispel of any magical darkness cast with a lower level slot. It will dispell any darkness within 120' so long as it has line of sight/effect.
              – Slagmoth
              3 mins ago










            • Your archer example might not be the best one. Creatures in a heavily obscured area have both advantage and disadvantage and thus roll a single d20 (unless they have a way to see through it). Enemy mages might be a better example, since heavy obscurement blocks any spell that requires you to see your target.
              – Chris Starnes
              50 secs ago














            up vote
            3
            down vote













            I think what you are confusing is the fact that Daylight is a ¨counterspell¨. What I mean by that is that most spellcasters won't find the spell useful outside of RP and dungeons where lighting is a problem. Darkness on the other hand can be used in a lot more situations. For example, you can cast darkness on the archers that are shooting you from the top of the castle. Now, imagine that instead of darkness being 15 ft radius (3x3) it is 60 ft (12x12). This is 16 times stronger than the lvl 2 darkness spell.



            I think at the moment the spell is too powerful as a level 3 spell. Make it lvl 4 or 5 and it's more balanced.






            share|improve this answer










            New contributor




            Oxtrooo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.

















            • Daylight is not a counterspell but a roving dispel of any magical darkness cast with a lower level slot. It will dispell any darkness within 120' so long as it has line of sight/effect.
              – Slagmoth
              3 mins ago










            • Your archer example might not be the best one. Creatures in a heavily obscured area have both advantage and disadvantage and thus roll a single d20 (unless they have a way to see through it). Enemy mages might be a better example, since heavy obscurement blocks any spell that requires you to see your target.
              – Chris Starnes
              50 secs ago












            up vote
            3
            down vote










            up vote
            3
            down vote









            I think what you are confusing is the fact that Daylight is a ¨counterspell¨. What I mean by that is that most spellcasters won't find the spell useful outside of RP and dungeons where lighting is a problem. Darkness on the other hand can be used in a lot more situations. For example, you can cast darkness on the archers that are shooting you from the top of the castle. Now, imagine that instead of darkness being 15 ft radius (3x3) it is 60 ft (12x12). This is 16 times stronger than the lvl 2 darkness spell.



            I think at the moment the spell is too powerful as a level 3 spell. Make it lvl 4 or 5 and it's more balanced.






            share|improve this answer










            New contributor




            Oxtrooo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.









            I think what you are confusing is the fact that Daylight is a ¨counterspell¨. What I mean by that is that most spellcasters won't find the spell useful outside of RP and dungeons where lighting is a problem. Darkness on the other hand can be used in a lot more situations. For example, you can cast darkness on the archers that are shooting you from the top of the castle. Now, imagine that instead of darkness being 15 ft radius (3x3) it is 60 ft (12x12). This is 16 times stronger than the lvl 2 darkness spell.



            I think at the moment the spell is too powerful as a level 3 spell. Make it lvl 4 or 5 and it's more balanced.







            share|improve this answer










            New contributor




            Oxtrooo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.









            share|improve this answer



            share|improve this answer








            edited 5 mins ago









            Rubiksmoose

            38.3k5191294




            38.3k5191294






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            answered 15 mins ago









            Oxtrooo

            14318




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            Check out our Code of Conduct.











            • Daylight is not a counterspell but a roving dispel of any magical darkness cast with a lower level slot. It will dispell any darkness within 120' so long as it has line of sight/effect.
              – Slagmoth
              3 mins ago










            • Your archer example might not be the best one. Creatures in a heavily obscured area have both advantage and disadvantage and thus roll a single d20 (unless they have a way to see through it). Enemy mages might be a better example, since heavy obscurement blocks any spell that requires you to see your target.
              – Chris Starnes
              50 secs ago
















            • Daylight is not a counterspell but a roving dispel of any magical darkness cast with a lower level slot. It will dispell any darkness within 120' so long as it has line of sight/effect.
              – Slagmoth
              3 mins ago










            • Your archer example might not be the best one. Creatures in a heavily obscured area have both advantage and disadvantage and thus roll a single d20 (unless they have a way to see through it). Enemy mages might be a better example, since heavy obscurement blocks any spell that requires you to see your target.
              – Chris Starnes
              50 secs ago















            Daylight is not a counterspell but a roving dispel of any magical darkness cast with a lower level slot. It will dispell any darkness within 120' so long as it has line of sight/effect.
            – Slagmoth
            3 mins ago




            Daylight is not a counterspell but a roving dispel of any magical darkness cast with a lower level slot. It will dispell any darkness within 120' so long as it has line of sight/effect.
            – Slagmoth
            3 mins ago












            Your archer example might not be the best one. Creatures in a heavily obscured area have both advantage and disadvantage and thus roll a single d20 (unless they have a way to see through it). Enemy mages might be a better example, since heavy obscurement blocks any spell that requires you to see your target.
            – Chris Starnes
            50 secs ago




            Your archer example might not be the best one. Creatures in a heavily obscured area have both advantage and disadvantage and thus roll a single d20 (unless they have a way to see through it). Enemy mages might be a better example, since heavy obscurement blocks any spell that requires you to see your target.
            – Chris Starnes
            50 secs ago












            up vote
            0
            down vote













            This spell is too powerful when comparing PCs, monsters, and Darkness



            Almost all PCs in D&D 5e have no way to see through magical darkness. Of the ones that can, there are exactly two ways you can do so:



            1. Warlock level 2 invocation, Devil's Sight.

            2. Ranger Gloom Stalker level 3 feature, Umbral Sight.

            Due to how specific these abilities are, you are unlikely to have more than one character in your party who can see through Darkvision.



            Consider the fact that there are a decent number of creatures who have Blindsense, Tremorsense, Truesight, or the ability to see through magical darkness. Many of these abilities are more common to monsters, and as a result, creating an encounter around this concept is extremely "unfun", as one of two things are capable of happening:



            1. They can ignore the Darkness, making it so only one player is capable of aptly participating in the fight while the rest bumble around.

            2. They can try to cast some kind of level 3+ light spell in an attempt to dispel it, assuming they had one prepared.

            3. They can go around it (6x6 square)

            4. They can break the concentration of the caster (disadvantage to hit, can't use most saving throw abilities due to no Line of Sight)

            5. Counterspell

            That's the issue with the existing Darkness. You can either deal with it, or you can't, and there's not much in-between these options.



            Compound this fact that the existing Darkness spell has a 15 foot radius, and the fact that your Greater Darkness spell has a 60 foot radius. The area of the Darkness spell is roughly a 6x6 box. Your spell, in comparison, is roughly a 12x12 box, or covering 4 times as much area than the Darkness spell.



            In this situation, how do you plan for mundane fighters to participate in this kind of encounter? By upcasting a light spell they have prepared with a level 4 spell slot? In how many situations is that going to be a possibility?



            The Darkness spell works because upcasting it when you have higher spell slots isn't very beneficial (when it can be dealt with using higher spell slots, more prepared spells, or magical items) and also due to its limited area. By removing those weaknesses, you leave no real possibility for counter play.



            Player decision making is the heart of D&D, and this spell injures that. This spell is not beneficial to D&D as it is.





            share


























              up vote
              0
              down vote













              This spell is too powerful when comparing PCs, monsters, and Darkness



              Almost all PCs in D&D 5e have no way to see through magical darkness. Of the ones that can, there are exactly two ways you can do so:



              1. Warlock level 2 invocation, Devil's Sight.

              2. Ranger Gloom Stalker level 3 feature, Umbral Sight.

              Due to how specific these abilities are, you are unlikely to have more than one character in your party who can see through Darkvision.



              Consider the fact that there are a decent number of creatures who have Blindsense, Tremorsense, Truesight, or the ability to see through magical darkness. Many of these abilities are more common to monsters, and as a result, creating an encounter around this concept is extremely "unfun", as one of two things are capable of happening:



              1. They can ignore the Darkness, making it so only one player is capable of aptly participating in the fight while the rest bumble around.

              2. They can try to cast some kind of level 3+ light spell in an attempt to dispel it, assuming they had one prepared.

              3. They can go around it (6x6 square)

              4. They can break the concentration of the caster (disadvantage to hit, can't use most saving throw abilities due to no Line of Sight)

              5. Counterspell

              That's the issue with the existing Darkness. You can either deal with it, or you can't, and there's not much in-between these options.



              Compound this fact that the existing Darkness spell has a 15 foot radius, and the fact that your Greater Darkness spell has a 60 foot radius. The area of the Darkness spell is roughly a 6x6 box. Your spell, in comparison, is roughly a 12x12 box, or covering 4 times as much area than the Darkness spell.



              In this situation, how do you plan for mundane fighters to participate in this kind of encounter? By upcasting a light spell they have prepared with a level 4 spell slot? In how many situations is that going to be a possibility?



              The Darkness spell works because upcasting it when you have higher spell slots isn't very beneficial (when it can be dealt with using higher spell slots, more prepared spells, or magical items) and also due to its limited area. By removing those weaknesses, you leave no real possibility for counter play.



              Player decision making is the heart of D&D, and this spell injures that. This spell is not beneficial to D&D as it is.





              share
























                up vote
                0
                down vote










                up vote
                0
                down vote









                This spell is too powerful when comparing PCs, monsters, and Darkness



                Almost all PCs in D&D 5e have no way to see through magical darkness. Of the ones that can, there are exactly two ways you can do so:



                1. Warlock level 2 invocation, Devil's Sight.

                2. Ranger Gloom Stalker level 3 feature, Umbral Sight.

                Due to how specific these abilities are, you are unlikely to have more than one character in your party who can see through Darkvision.



                Consider the fact that there are a decent number of creatures who have Blindsense, Tremorsense, Truesight, or the ability to see through magical darkness. Many of these abilities are more common to monsters, and as a result, creating an encounter around this concept is extremely "unfun", as one of two things are capable of happening:



                1. They can ignore the Darkness, making it so only one player is capable of aptly participating in the fight while the rest bumble around.

                2. They can try to cast some kind of level 3+ light spell in an attempt to dispel it, assuming they had one prepared.

                3. They can go around it (6x6 square)

                4. They can break the concentration of the caster (disadvantage to hit, can't use most saving throw abilities due to no Line of Sight)

                5. Counterspell

                That's the issue with the existing Darkness. You can either deal with it, or you can't, and there's not much in-between these options.



                Compound this fact that the existing Darkness spell has a 15 foot radius, and the fact that your Greater Darkness spell has a 60 foot radius. The area of the Darkness spell is roughly a 6x6 box. Your spell, in comparison, is roughly a 12x12 box, or covering 4 times as much area than the Darkness spell.



                In this situation, how do you plan for mundane fighters to participate in this kind of encounter? By upcasting a light spell they have prepared with a level 4 spell slot? In how many situations is that going to be a possibility?



                The Darkness spell works because upcasting it when you have higher spell slots isn't very beneficial (when it can be dealt with using higher spell slots, more prepared spells, or magical items) and also due to its limited area. By removing those weaknesses, you leave no real possibility for counter play.



                Player decision making is the heart of D&D, and this spell injures that. This spell is not beneficial to D&D as it is.





                share














                This spell is too powerful when comparing PCs, monsters, and Darkness



                Almost all PCs in D&D 5e have no way to see through magical darkness. Of the ones that can, there are exactly two ways you can do so:



                1. Warlock level 2 invocation, Devil's Sight.

                2. Ranger Gloom Stalker level 3 feature, Umbral Sight.

                Due to how specific these abilities are, you are unlikely to have more than one character in your party who can see through Darkvision.



                Consider the fact that there are a decent number of creatures who have Blindsense, Tremorsense, Truesight, or the ability to see through magical darkness. Many of these abilities are more common to monsters, and as a result, creating an encounter around this concept is extremely "unfun", as one of two things are capable of happening:



                1. They can ignore the Darkness, making it so only one player is capable of aptly participating in the fight while the rest bumble around.

                2. They can try to cast some kind of level 3+ light spell in an attempt to dispel it, assuming they had one prepared.

                3. They can go around it (6x6 square)

                4. They can break the concentration of the caster (disadvantage to hit, can't use most saving throw abilities due to no Line of Sight)

                5. Counterspell

                That's the issue with the existing Darkness. You can either deal with it, or you can't, and there's not much in-between these options.



                Compound this fact that the existing Darkness spell has a 15 foot radius, and the fact that your Greater Darkness spell has a 60 foot radius. The area of the Darkness spell is roughly a 6x6 box. Your spell, in comparison, is roughly a 12x12 box, or covering 4 times as much area than the Darkness spell.



                In this situation, how do you plan for mundane fighters to participate in this kind of encounter? By upcasting a light spell they have prepared with a level 4 spell slot? In how many situations is that going to be a possibility?



                The Darkness spell works because upcasting it when you have higher spell slots isn't very beneficial (when it can be dealt with using higher spell slots, more prepared spells, or magical items) and also due to its limited area. By removing those weaknesses, you leave no real possibility for counter play.



                Player decision making is the heart of D&D, and this spell injures that. This spell is not beneficial to D&D as it is.






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                edited 15 secs ago

























                answered 3 mins ago









                Daniel Zastoupil

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