2. Darkness

J'Ungol Cycle / Porcine Cycle / Scorpion Cycle / Non-Standard Ranian Cycle for other Nocturnal Cultists

2./3. Radiation

Keragund Ranian Cycle Light Spell / Non-Standard Ranian Cycle for non-Nocturnal Cultists

3. Darkness of the Sewers / Bat Caves / Depths

Rodent Cycle / Nightwing Cycle / Ranian Cycle of the Seas

BTS: 58% (Sg) (applicable only when Cast on animal)

ULT: L2 Spells =19 hours / L3 Spells = 29 hours (Darkness of the Sewers / Bat Caves should be learned underground, Darkness of the Depths in the Depths of the Ocean)

Materials: an eyeball (detached from its body)

Actions: blink

Effect of Throw:

L2 Darkness / Radiation L3 Radiation L3 Darkness of the Sewers / Bat Caves / Depths (see Note 2)
1 to 11  No Effect 1 to 12  No Effect 1 to 12  No Effect
12 to 16    LI ± 1 13 to 17    LI ± 1 13 to 16    LI -1
17 to 21    LI ± 2 18 to 22    LI ± 2 17 to 20    LI - 2
22 to 31    LI ± 3 23 to 32    LI ± 3 21 to 28    LI - 3
32 to 41    LI ± 4 33 to 42    LI ± 4 29 to 36    LI - 4
42 to 51    LI ± 5 43 to 52    LI ± 5 37 to 44    LI - 5
>= 52  LI ± 6 >= 53 LI ± 6  >= 45 LI - (T+3)/8 FRD

Range: 30d ft -d(d-1)/2

Cast on object / plant / animal: -4 (moves with it)

Radius: 10r ft -(r-1)

Duration: t hours -(t-1)

Notes:

  1. Darkness Spells give minuses to LI, Radiation Spell gives either pluses or minuses, as specified by the Caster.  A maximum LI plus or minus may be specified for Darkness, Radiation or Darkness of the Depths, but not for Darkness of the Sewers / Bat Caves.
  2. Darkness of the Sewers / Bat Caves has the enhanced Effect in the 3rd column of the above table only when Cast underground.  Otherwise use the 2nd column for its Effect. Darkness of the Depths has the enhanced Effect in the 3rd column of the above table only when Cast undersea.  Otherwise use the 2nd column for its Effect.   If Cast on an object / plant / animal that moves under or above ground/sea, or if the Radius is partly underground/sea, the Effect varies accordingly. 
  3. Radiation Spells have effect throughout their specified Radius, and deteriorate at minus or plus one LI (for Light and Darkness respectively) beyond that Radius for further equal distances, down to LI+1/-1. The Radiation is distributed throughout the initial Radius. It does not shine / darken through major obstacles such as walls, but does shine / darken around minor obstacles such as bodies, creating shadows only outside the initial Radius.  When cast on objects (Items), plants or animals they may be covered over to block the Radiation as if the cover were a major obstacle.
  4. Light and Darkness are opposites which cancel each other out, but multiple Light sources are not cumulative, nor are multiple Darkness sources. To calculate the current LI at any given point start at LI 0, add the strongest Light source, and subtract the strongest Darkness source. The exceptions to this are lanterns, torches and fires underground, which dispel up to two LI of shadow, but do not dispel Darkness Spells.
  5. The full effects of Light and Darkness are as stated in the Light and Darkness section of the Thief System.