Darkness vs Daylight
Symmetric counter-spells; the trick is who benefits from each lighting.
Darkness
- Level
- 2
- School
- Evocation
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, M
- Duration
- up to 10 minutes
- Concentration
- Yes
- Ritual
- No
- Classes
- Sorcerer, Warlock, Wizard
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opa
Full entry →Daylight
- Level
- 3
- School
- Evocation
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- 1 Hour
- Concentration
- No
- Ritual
- No
- Classes
- Cleric, Druid, Paladin, Ranger, Sorcerer
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opa
Full entry →Which one should you pick?
- Pick Darkness: Pick Darkness when you have a Devil's Sight warlock who reads the dark.
- Pick Daylight: Pick Daylight to flush vampires, shadows, and underdark dwellers into sunlight.
- Tiebreaker: Both fail against magical darkness vs. light of equal or higher slot — track the slot levels.