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Darkness

Evocation
Level: 2nd-level
Casting Time: 1 action
Range: 60 feet
Duration: Up to 10 minutes
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal.

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Concentration

Spell Details

School: Evocation
Level: 2
Ritual: No
Concentration: Yes
Classes: Druid, Sorcerer, Warlock, Wizard
A-Tier Darkness is exceptionally powerful for controlling the battlefield and enabling ambushes, though its effectiveness depends heavily on your party's darkvision and enemy composition.

Player Guide

Cast Darkness on an object you control (like a coin or your ally's armor) to create mobile cover that moves with you, denying enemy ranged attacks and allowing your melee fighters to engage safely. Use it defensively to block line of sight to your casters or to escape a losing engagement. Offensively, combine with allies who have darkvision to fight normally while enemies are blinded, creating a significant action economy advantage. Be cautious: if your entire party lacks darkvision, you're hindering yourselves as much as enemies.

DM Tips

Strictly enforce that darkvision doesn't penetrate magical darkness—this is what makes the spell powerful. Clarify with your table whether creatures in darkness can still hear, smell, and use other senses for perception checks, as this affects tactical depth and prevents complete action paralysis.