Ahhh! My eyes!

IN COMBAT:

FENRIR

Fenrir can see in regular and magical darkness.

When Fenrir is invisible:

DC 20 to Spot him when active within 30ft

DC 30 to Spot him when inactive within 30ft

50% miss chance to hit him

REINWARD

Blindfold of True Darkness

- When in Deeper Darkness (out to 60ft)

   All creatures gain concealment (20% miss chance)

   No Spot check required to know where creatures are

- with Ring of Dark-hidden

   - Invisible to Dark Vision

- When Blinking (Ring of Blinking)

   Reinward gains total concealment (50% miss chance)

   If a creature can strike ethreal this is 20%

   If a creature can see invis this is 20%

   If a creature can do both there is no miss chance

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.

Ren himself he gets a 20% miss chance

- With Blindfold

   Can "see" out to 30ft

Under Full combat conditions:

- Fenrir can see Reinward, and everyone else

- Reinward can "see" Fenrir

- Fenrir can see Reinward?????

NOTES:

Fenrir

~~~~~~

DEVIL’S SIGHT

Least; 2nd

You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.

WALK UNSEEN

Lesser; 2nd

You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours.

Reinward

~~~~~~~~

\*\* Wand of Deeper Darkness \*\*

This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is

lowered by two steps. Bright light becomes dim light and normal light becomes darkness.

Areas of dim light and darkness become supernaturally dark. This functions like darkness,

but even creatures with darkvision cannot see within the spell’s confines.

This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.

(

DARKNESS:

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level

in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness.

This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties

in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance)

in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light,

such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the

light level in an area if they are of a higher spell level than darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is

blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

)

\*\* Ring of Blinking \*\*

On command, this ring makes the wearer blink, as the blink spell.

BLINK SPELL:

You “blink” quickly back and forth between the Material Plane and the Ethereal Plane and look as though you’re winking in and

out of reality at random. Blink has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal

and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike

ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go

ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target

invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they

typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane).

Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against

your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through,

there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and

take 1d6 points of damage per 5 feet so traveled.

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures.

You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down.

As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial.

Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the

Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you

cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks

or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

\*\* d&d 3.5 Blindfold of True Darkness \*\*

Gain blind-sight 60', and immunity to gaze and sight attacks

INVISIBILITY

~~~~~~~~~~~~

Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and

ignores its opponents' Dexterity bonuses to AC (if any). (Invisibility has no effect against blinded or otherwise

nonsighted creatures.) An invisible creature's location cannot be pinpointed by visual means, including darkvision.

It has total concealment; even if an attacker correctly guesses the invisible creature's location, the attacker

has a 50% miss chance in combat.

Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune

to extra damage from being a ranger’s favored enemy and from sneak attacks.

A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Spot

check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack.

A creature who is holding still is very hard to notice (DC 30). An inanimate object, an unliving creature holding still,

or a completely immobile creature is even harder to spot (DC 40). It’s practically impossible (+20 DC) to pinpoint an

invisible creature’s location with a Spot check, and even if a character succeeds on such a check, the invisible

creature still benefits from total concealment (50% miss chance).

A creature can use hearing to find an invisible creature. A character can make a Listen check for this purpose as a free action each round. A Listen check result at least equal to the invisible creature’s Move Silently check result reveals its presence. (A creature with no ranks in Move Silently makes a Move Silently check as a Dexterity check to which an armor check penalty applies.) A successful check lets a character hear an invisible creature “over there somewhere.” It’s practically impossible to pinpoint the location of an invisible creature. A Listen check that beats the DC by 20 pinpoints the invisible creature’s location.

A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. (If the invisible creature moves, its location, obviously, is once again unknown.)

If an invisible creature strikes a character, the character struck still knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.

If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow creature might get a smaller miss chance.

If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy’s not there, roll the miss chance as if it were there, don’t let the player see the result, and tell him that the character has missed. That way the player doesn’t know whether the attack missed because the enemy’s not there or because you successfully rolled the miss chance.

If an invisible character picks up a visible object, the object remains visible. One could coat an invisible object with flour to at least keep track of its position (until the flour fell off or blew away). An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible.

Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature’s location.

An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.

A creature with the scent ability can detect an invisible creature as it would a visible one.

A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)

A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.

An invisible burning torch still gives off light, as does an invisible object with a light spell (or similar spell) cast upon it.

Ethereal creatures are invisible. Since ethereal creatures are not materially present, Spot checks, Listen checks, Scent, Blind-Fight, and blindsight don’t help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don’t help creatures find or attack invisible, incorporeal creatures, but Spot checks and possibly Listen checks can help.

Invisible creatures cannot use gaze attacks.

Invisibility does not thwart detect spells.

Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible.

Invisible Creature Is…     DC

In combat or speaking     0

Moving at half speed     Move Silently check result

Moving at full speed     Move Silently check result -5

Running or charging     Move Silently check result -20

Some distance away         +1 per 10 feet

Behind an obstacle         (door)     +5

Behind an obstacle         (stone wall)     +15