|Range||10 ft. per level|
|Duration||2-8 rounds +1 round per level|
|Area of Effect||15 ft. radius globe|
|Casting Time||1 round|
|Level||illusionist (1st); mage (2nd)|
Causes total, inpenetrable darkness in the area of effect; the spell equally denies sight by visible light, infravision and ultravision. To those outside, it will be impossible to locate creatures inside the effect. Intelligent characters wishing to move out of the darkness must make an wisdom check first. Monsters need to make an intelligence check.
Attacks, whether from outside or in, are done with a penalty of -4 to hit. Some creatures will be able to attack by hearing, such as bats, or by smell, such as canines and felines. Otherwise, it will not be possible to know whether the target is an ally or an enemy. Missiles fired out of the darkness should have their path rolled randomly; characters in the path have a 1 in 30 chance of being hit, unless the attack roll is a "2", which indicates friendly fire.
The point from which the darkness emanates must be determined by the caster. If a living creature or an item of carried equipment is targeted, the creature is entitled to a save vs. magic. If this roll is successful, the darkness will fix to the point of space where the creature was, when the spell was cast.
The spells light or continual light will dispel darkness, as will dispel magic — though in the case of the 1st level light spell, the caster must be of equal or higher level than whomsoever cast darkness first.
Conversely, the spell darkness will dispel both light and continual light, regardless of the caster's level.