- Spell design - it's not obvious to me what the duration, radius, level, mana cost and fail rate of such a spell should be. It seems that it has potential to be not at all useful, or too useful; this plays into the other reasons too.
- Philosophy - necromancy is meant to be a dark art, and against the natural order. Necromancers are designed to be hard and awkward to start, and to constantly need to make sacrifices and tradeoffs for their powers. I feel that the current tension between darkening a room for better spellcasting and leaving it lit for better vision is a good representation of this.
- Overlap - the use case for this spell overlaps considerably with create darkness. If it were to replace create darkness, then the player would lose the functionality of room mapping; if both were kept, it's a bit redundant. In addition, the necro's vision radius increases with level so that not being able to see monsters is a diminishing problem.
All that said, necromancer is a new class and likely to need tweaking; I don't want to discourage suggested improvements. I'm not altogether against the idea. I just feel that it goes some way to removing the intentional difficulties of the class, and risks losing its distinctiveness.
Leave a comment: