Gloom
- SchoolAlteration, Shadow
- ComponentsV, S, M
- Range60 yds. +10 yds./level
- Area120-ft. radius
- Casting time4
- Duration1 turn/level
- SaveNone
This spell weakens light sources of any kind in the area of effect. Light equal to daylight in brightness or intensity (including continual light) is reduced to a deep twilight gloom. Torches and magical weapons illuminate only a S-foot radius, and lamps, lanterns, and other magical light sources illuminate only a 10-foot radius. The spell covers a 120-foot radius, and can be made mobile if cast on an object. Light-based combat penalties for creatures of darkness are negated within the area of effect, and monsters that cannot abide the touch of day light (vampires, for instance) are fully capable of acting under the veil of gloom. Light-based spells are halved in effect; for example, a sunburst from a wand of illumination is reduced from 6d6 to 3d6 damage against undead.
The material component is a special incense prepared by the caster.
Notes: Rare spell. (Updated from Polyhedron Newszine.)
Sources: Wizard's Spell Compendium