Following recent discussion (#280) on Argan Argar, Darkwalk, etc. I thought
I'd present my expanded description of Darkwalk and see what you Uz out
there think. The official description leaves ALOT of room for
interpretation (forgive me if this has already been debated to death - I'm
new around here). First and foremost, being a 1-point spell, its use should
be carefully monitored for game balance purposes (my Orlanthi PCs LOVE the
spell, but have found its limitations). Certainly it grants, as described,
total invisibility and inaudibility in darkness and shadow (to those in
100m). The combat uses should be obvious - but a Light spell or even nearby
torchlight will ruin it. Also perhaps the user's voice cannot be heard -
even by friends (so if you're Darkwalking and in trouble, you're really
screwed). The soundless nature of the concealment obscures the user from
Darksense - this is a debatable ruling, but makes some sense - perhaps this
allows Argan Argar cultists to sneak around Uzdom a bit more?? This might
instill some paranoia even among fellow cultists - you'll never know if
someone's watching you. However, much to the disappointment of trolls, it
does not bypass such senses as Elfsense, Earthsense, and certainly not
Second Sight or detection magics. Darkwalkers can be tracked, smelled, and
felt. Basically, the magic is most useful (especially combined with Create
Shadow) among the two main focuses of the cult (and other possessors of
Darkwalk - e.g. Orlanth's Sandals) - trolls and humans, and doesn't help
relations among any of them at all.
JR Hutchinson
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