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Continual darkness

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Continual darkness was an alteration spell that created an area of perpetual darkness impermeable to normal light.[2][3][8] The reverse of this spell, continual light, created a permanently sun-bright area.[2][3][9]


The effects of this spell were similar to darkness, creating an area of no light up to 120 ft (36.6 m) away surrounding a central point out to a 60 ft (18.3 m) radius.[2][3][9] It could be cast at a point in the air, onto an object, or possibly a creature. If successfully cast on the visual organs of a creature, it was effectively blinded.[2][3][8] The spell was permanent until dispelled by the caster, a dispel magic spell, or an equal or stronger light spell was cast on it.[2][3][8]

The illusionist version of this spell had half the range and half the radius of the divine version, and was not reversible (although they were able to cast a separate continual light spell).[10]

Continual darkness countered light spells of equal or lesser power, and vice versa.[2][3][8]

This spell eventually consumed the material it was cast upon, but dense, hard, or expensive materials (like gems) could last hundreds to thousands of years.[2][3]

Sinhala stones were known to prevent magical darkness.[11]


The divine version of this spell only required verbal and somatic components to cast. The material component was the substance it was cast upon: air, an object, a structure, or a creature.[2][3][9] For the illusionist version, a tuft of bat fur and either a drop of pitch or a small chunk of coal was needed in addition to verbal and somatic components.[10]


See alsoEdit


  1. 1.0 1.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 140, 209. ISBN 0-88038-716-5.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 266. ISBN 0-7869-0329-5.
  4. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 154. ISBN 1-56076-107-5.
  5. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 184, 187, 188. ISBN 0-7869-0394-5.
  6. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  7. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
  8. 8.0 8.1 8.2 8.3 8.4 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 46, 96. ISBN 0-9356-9601-6.
  9. 9.0 9.1 9.2 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 46. ISBN 0-9356-9601-6.
  10. 10.0 10.1 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 96. ISBN 0-9356-9601-6.
  11. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 50. ISBN 0-7869-0446-1.

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