Gloom
- SchoolAlteration
- SphereCombat
- ComponentsV, S, M
- RangeTouch
- Area20-fl. radius
- Casting time4
- Duration2 rds. +1 rd./level
- SaveSpecial
Gloom is essentially an underwater version of the obscurement spell, adapted for sahuagin preferences. The spell clouds the water in a 40-foot-diameter globe centered on the spell's recipient, which can be a creature, object, or point in space. Unwilling creatures receive a saving throw vs. spell to negate the effect. Placing the spell on a mobile creature or object creates a mobile effect.
Within the globe of cloudy water, visibility falls to 2d4 feet for most creatures. Sahuagin, however, can see twice as far (4d4 feel). All light sources – including magical sources such as continual light – dim within the area of effect. A light source's radius remains unaffected, but the light becomes highly diffused, equaling the brightness of a half moon. (A light or continual light spell cast on a creature's eyes, however, still blinds the creature if it fails its saving throw). Within the globe, all saving throws vs. light-based attacks receive a +2 bonus (this negates the sahuagin's racial penalty against light attacks). If the attack does not allow a saving throw, creatures within the globe still resist the effect on a roll of 18 or higher on 1d20; any magical saving throw adjustments still apply to the roll. Above water, this spell creates a cloud of acrid smoke. The spell's duration halves above the surface (round fractions down), and even a slight breeze disperses it in a single round.
Notes: Restricted to sahuagin: uncommon.
Sources: Priest's Spell Compendium