Dark Path
- SchoolAlteration
- SphereSun, Travelers
- ComponentsV, S, M
- RangeTouch
- AreaSpecial
- Casting time1 round
- Duration3 hours/level
- SaveNone
This spell enables its willing recipients to move in complete darkness without hindrance or risk. The night sky is not usually considered complete darkness, but a cave lined with luminescent lichens is so considered. This spell also works for temporarily or permanently blind creatures who possess nonfunctioning sensory organs as well. Although spell recipients cannot actually see in the darkness, they are completely aware of all natural and unnatural hazards and creatures that they would be able to perceive in fully illuminated conditions and can react accordingly. The spell does not allow the detection of invisible or magically silenced creatures or hazards. Recipients of this spell suffer no attack penalties for darkness or blindness while under the effects of this spell.
Although this spell can only be cast on a single recipient, any living creature in physical contact with the recipient when the spell is cast or part of a chain of creatures in physical contact with each other and with the spell recipient receives the benefit of the dark path as well while contact is maintained.
Relying on such chains of contact is dangerous during combat situations, since the benefit of the spell stops immediately for any creature who loses direct or indirect physical contact with the spell recipient (as well as anyone further down the living chain). Reestablishing contact reestablishes the dark path unless the spell has already ended. Creatures not in contact with the spell recipient (or the chain to the spell recipient) when the spell is cast cannot later join the chain or touch the spell recipient and gain the spell's benefits; such beings also effectively terminate a chain wherever they are positioned, so those linked in a chain after them lose the dark path's benefits also until the chain is rearranged to exclude them.
If the spell's recipient or anyone in contact with the recipient enters an area of illumination (defined as coming within 15 feet of a lit torch, within an appropriate distance to another light source such as a lamp or lantern, or entering the area of effect of a light or continual light spell), the dark path spell ends immediately, and everyone currently receiving the benefits of the dark path must make a successful saving throw vs. spell or be stunned for 1 round and blinded for 1d6 rounds.
The material component of this spell is a small piece of luminescent lichen and the priest's holy symbol.
Notes: Granted by the Ibrandul, the Skulking One, of the Forgotten Realms setting.
Sources: Faiths & Avatars · Priest's Spell Compendium