Post by GRWelsh on Oct 15, 2023 10:48:48 GMT -5
My players cast a lot of continual light spells on items in between adventures and they always have both magical and non-magical light sources with them. How do these spells interact with magical darkness, continual darkness and dispel magic? Will a single darkness spell dispel multiple continual light sources? Does a continual light come back on after a darkness, 15' radius spell duration ends, since it is temporary and continual light is permanent?
EDIT: I'm going to post some notes here based on what I can find in the rules, Sage Advice from DRAGON magazine, and other sources.
PLAYERS HANDBOOK:
Continual Light, p. 46: This spell is similar to a light spell, except that it lasts until negated (by a continual darkness or dispel magic spell) and its brightness is very great, being nearly as illuminating as full daylight. It can be cast into air, onto an object, or at a creature.
Darkness, 15' Radius, p. 69: This spell causes total, impenetrable darkness in the area of its effect. Infravision or ultravision are useless. Neither normal nor magical light will work unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa.
DUNGEON MASTERS GUIDE:
Continual Light, p. 41: As does a light spell, this will tend to blind a creature if it is placed on its visual sensory area. The spell can also be placed upon a smallish object, and a lightproof case subsequently used to encase the object so as to make it dark until the covering is removed, i.e. a continual light source which expends no fuel and will not blow out. (Darkness spells are the bane of this device...)
DRAGON #33 Sage Advice:
Q. If two Continual Light spells were cast in the same location, would a Dispel Magic negate both of them?
A. It depends. The caster of the Dispel Magic would have to roll percentile dice for each one to see if he successfully dispelled each one. Dispel Magic affects everything within its range.
DRAGON #52 Sage Advice:
Q. How much area may be caused to glow by a Light or Continual light spell? Do the clerical reverses of these spells blacken 4” and 12” diameter spheres, respectively? If so, what’s the good of Darkness, 15’ radius?
A. An interesting three-part question: Part two answers part one, and part three doesn’t seem to make sense. Yes, the reverses of the cleric spells Light and Continual light would “blacken” globes of that diameter — the same diameter as the globe of light formed when the “normal” version of the spell is cast. Nothing beyond the 4” or 12” diameter sphere of light or darkness would be affected —that is, the light sphere doesn’t “glow” and give off light to the area beyond the limit of the sphere. What’s the good of the Darkness spell? Well, the clerical Light spells can be reversed, but the magic-user spells can’t, so there isn’t any duplication of the sort that the question seems to suggest.
DRAGON #62 Sage Advice:
Q. In the description of Affect Normal Fires, it says that fires can be increased in size and light to become as bright as a Light spell. However, a Light spell casts only as much light as a torch. Which is correct?
A. First of all, the question doesn’t describe Affect Normal Fires the same way the Players Handbook does. The spell causes fires to “reduce in size and light” or to “increase in light.” A fire can not “be increased in size and light,” according to the spell description. This literally means that, while you could reduce a bonfire 3 feet in diameter to a smaller flame (with a corresponding reduction in light output), you could not make a small flame into a fire of greater size by the “increase” application of the spell. The small flame would become as bright (i.e., throw off as much light) as a larger fire, up to the brightness of a Light spell, but would not take up any more physical space than it did before. It is true that a Light spell casts as much light as a torch. But there are lots of types of “normal fires” (able to be affected by the spell in question) that aren’t as bright as a torch to begin with. According to page 102 of the Players Handbook, a lantern is by definition not as bright as a torch (30-foot radius of illumination compared to 40 for the latter), and naturally that would be true of any other type of flame of comparable size. Any source of flame or fire brighter than a torch (such as the aforementioned bonfire) would, presumably, actually be diminished in size and illumination by the use of the “increase” application of the spell.
Q. I want to make a continual light wand (by casting the third level cleric spell on a metal rod). In the DMG, under spell explanations, it says, “Darkness spells are the bane of this device....” Does the darkness spell have to be cast on the rod itself in order to negate the light? If so, what would happen-if someone holding the continual light wand (light exposed) walked into an area under a darkness spell? Would the light be cancelled, the darkness be cancelled, or both be negated? Would the wand be negated if a darkness spell is cast in a general area containing the wand, but while it is enclosed so that the light isn’t visible?
A. Either a Continual Darkness or Dispel Magic spell can negate a Continual Light spell, whether the light had been placed over an area or upon an object. Continual Darkness does not have to be cast on the rod itself in order to ruin the light wand; the darkness negates not only the light of the spell, but also the magic which caused the rod to give off the light in the first place. As long as the light wand is in, or is brought into, the area of effect of the darkness spell, both spells would cancel each other out. The same would be true if the wand were in a lightproof container inside the area of effect: That container is not magic-proof, and it is the magic itself, not just the visible effects of that magic, which is negated. It’s important to understand the difference between a light wand of this type and an item which is actually enchanted to give off light, such as a Wand of Illumination or a Gem of Brightness. When actual magic items are employed to produce magical light, a darkness spell would at best only neutralize the charge(s) currently in use; the item is not rendered unusable as long as other charges remain. For example, Continual Darkness will negate the effect of a Gem of Brightness for only one day — or not at all, if the owner of the item expends charges to offset the darkness. A continual light wand, on the other hand, is no more than a stick with a spell cast on it. When that spell is dispelled, the stick’s light goes out for good (or until another Continual Light is cast upon it). Dispel Magic is effective against a continual light wand, again because it neutralizes the magic of the spell which was applied to the rod. Dispel Magic cannot, as the spell description indicates, weaken or negate the power of a “specially enchanted” item such as the Gem of Brightness. The success of Dispel Magic against a continual light wand or other similar object depends in part on which particular kind of Continual Light was used to manufacture the wand; the dispelling would be more likely to succeed against the magic-user version of Continual Light, since that is a second level spell and the cleric and illusionist versions of the same spell are third level incantations.
DRAGON #152 Sage Advice:
Q. If a light spell is cast upon a piece of chalk, can the chalk be used to write glowing messages? If the spell is cast on a rock, can you break the rock in half and have two half strength light effects? If the spell is cast on a vial of water, will the water glow?
A. No, no, and no. A light spell illuminates a 20' radius. Casting it on an object simply makes the effect mobile. The spell has one and only one centre of effect; if the object the spell has been cast upon is broken, spilled, or worn away, the spell stays with one portion of the object or becomes immobile, fixed in space. It might be possible to transfer the spell from one object to another by casting it on a mutable object. For example, if the spell is cast on an open vial of water, the spell will be transferred to the vial if the water is allowed to evaporate away.
DRAGON #153 Sage Advice:
Q. Can a light or continual light spell be used to negate the darkness ability of a demon or devil?
A. Yes, on all counts. Each of these spells can negate darkness of any sort, though a light spell will "go out" immediately after negating such darkness, while the continual light spell will last. Light or continual light spell will negate only one darkness effect at a time; thus, if there are two darkness effects in the same area, the area remains dark until two light effects are used.
DRAGON #154 Sage Advice:
Q. How does an anti-magic shell work? Does it destroy any spell with which it comes in contact? Can the caster cast spells through the anti-magic shell?
A. An anti-magic shell negates all magic within its area of effect. The caster's spells (which originate within the shell) are also negated, although they may remain after the shell's duration expires if their own durations are long enough. Note also that the shell causes magical items within its area of effect to cease functioning. In any case, the shell does not function like a dispel magic spell. Magical items are not destroyed by the shell; they merely cease to function while within it. If their duration permits, magical effects will still function when they are taken away from the shell or when the shell's duration expires. For example, a continual light spell cast upon a rock will be negated only as long as that rock is within the shell; the continual light spell functions normally afterward. If part of a magical effect's area extends into the shell, only the portion within the shell is negated; the effect functions normally outside the shell. However, if a spell with an instantaneous duration is cast so that its centre is within the radius of the shell, the spell is completely negated. For example, if a fire ball were cast so that it would detonate inside an anti-magic shell, there would be no effect. If a fire ball were cast so that it would detonate outside the shell, however, only the portion of the fire ball crossing into the shell would be negated.
DRAGON #172 Sage Advice:
Q. Just how quickly will a continual light spell consume an object it is cast on? If cast on a creature, will it cause harm if left in place long enough? If so, how quickly? Does the spell run out when it consumes the object it is cast on?
A. This is up to the DM, but the process takes hundreds of years for soft materials such as wood, and thousands of years for hard substances such as gemstones. Perishable materials, such as most foodstuffs, will rot normally long before a continual light spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.
Q. Can a wand of negation be used to dispel spells with a duration, such as fly or continual light, or does it work only on effects generated from wands, staves, and rods?
A. A wand of negation prevents devices from generating magical effects. A wand of negation does not affect creatures or existing magical effects, though many readers have gotten confused while reading the wand's description (see the Dungeon Master’s Guide, page 157) and concluded otherwise. The third sentence seems to be the major stumbling block, as it easily can be misread to indicate that the wand can negate spells from any source. Note that the wand of negation need not be pointed directly at the item to be negated; it suffices to point the wand at the individual employing the item. The DM must decide what constitutes a "spell-like effect"; magical bonuses cannot be negated, nor can most other functions that affect only the item's user, such as necklaces of adaptation or brooms of flying. Devices that create offensive magical effects such as fire ball, lightning bolt, shooting stars, polymorph other, and so on can be negated. Devices that have charges lose the appropriate number of charges if one of their effects is negated.
DRAGON #183 Sage Advice:
Q. Please clarify the effects of magic resistance in the following situations: 1) Someone casts a wall of stone spell so that it falls on top of the magic-resistant creature; 2) A drow (an elven race that has magic resistance and suffers various penalties in bright light) is enveloped in a light or continual light spell; and 3) A magic resistant marine creature that breathes only water finds itself within an airy water spell.
A. "Sage Advice" discussed magic resistance in issue #175 (page 76), but it seems to be time to study the subject in more detail. Most of these answers are pretty straightforward; a little common sense and a careful rereading of the magic resistance rules (PH, pages 102-103; DMG, pages 66-67) should put these matters to rest. When adjudicating the effects, if any, of magic resistance, the DM has to consider two factors. First, what type of magic is involved? The rules make four distinctions: individually targeted spells, area effect spells, in-place spells, and permanent spells. Second, does the "incoming" magic directly affect the magic resistant creature, or is the effect on the creature merely a consequence of the magic being there? Unfortunately, there are no hard and fast rules (beyond what is already printed in the books) to decide which conditions apply. Here is my reasoning: 1) A wall of stone is a permanent magical effect (its duration is so listed in the spell description). Furthermore, magical "wall" spells are evocations, which directly bring forth or create their effects. When the wall of stone falls on top of a magic resistant creature, or even if the creature tries to walk through a stationary wall, the magical effect is acting directly on the creature. Magic resistance applies; if the magic-resistance roll succeeds, the creature passes harmlessly through the wall. Since the wall of stone is permanent, there is no effect on it; that is, the wall is not dispelled or pierced with a hole that other creatures can pass through. 2) Light and continual light spells are a little harder to figure out. Both are in place effects, operating continuously in a particular place or on a particular item. However, continual light also is permanent, and both spells can be cast directly against a creature to blind it. When used to blind a creature, either of these spells is treated as an individually targeted effect, and magic resistance applies. Since the caster is targeting a single creature only when trying to blind an opponent with either spell, the effect is completely negated if the magic resistance roll succeeds (as it is for any area-effect spell targeted solely at the magic-resistant creature). However, an entirely different set of circumstances prevails when a magic resistant creature moves into or otherwise finds itself inside either spells area of effect. Both spells are alterations, magic that works a change on a creature, area, or object, and this change produces the spells effects. In the case of light and continual light, these spells change an area or object so that it emits light. One explanation of how this works is that the atoms in the area of effect are excited so that they emit visible light. The light has a central focus (so the light can be hidden by an opaque container), but it is the target object or area that emits the light, not the spell. Since the magic affects the area and not the creature, magic resistance does not apply (the light is a consequence of the spell). The same holds true for the reverse of these spells; a creature might be very badly affected by darkness or continual darkness, but, since the magic does not directly affect the creature, magic resistance is irrelevant. 3) Airy water also is an in-place spell, but it is also an alteration that affects an area, not the creatures within the area.
DRAGON #265 Sage Advice:
Q. Say you had six coins, each with a continual light cast on it. If you took all six coins into an area affected by a continual darkness spell, would all of the continual light spells be temporarily negated or just one of them?
A. Just one of them. What actually happens is that when the areas of effect of the continual light spells overlap the area of effect of the continual darkness spell, one continual light cancels the darkness effect and is cancelled itself. This cancellation occurs only in places where both spells are operating. The other five continual light effects keep working. If the character carrying the coins moves through the area of continual darkness and continues on so that the continual darkness area no longer overlaps any continual light area, all seven effects work normally again. Continual light and continual darkness can permanently negate each other, but only when deliberately cast against each other.
EDIT: I'm going to post some notes here based on what I can find in the rules, Sage Advice from DRAGON magazine, and other sources.
PLAYERS HANDBOOK:
Continual Light, p. 46: This spell is similar to a light spell, except that it lasts until negated (by a continual darkness or dispel magic spell) and its brightness is very great, being nearly as illuminating as full daylight. It can be cast into air, onto an object, or at a creature.
Darkness, 15' Radius, p. 69: This spell causes total, impenetrable darkness in the area of its effect. Infravision or ultravision are useless. Neither normal nor magical light will work unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa.
DUNGEON MASTERS GUIDE:
Continual Light, p. 41: As does a light spell, this will tend to blind a creature if it is placed on its visual sensory area. The spell can also be placed upon a smallish object, and a lightproof case subsequently used to encase the object so as to make it dark until the covering is removed, i.e. a continual light source which expends no fuel and will not blow out. (Darkness spells are the bane of this device...)
DRAGON #33 Sage Advice:
Q. If two Continual Light spells were cast in the same location, would a Dispel Magic negate both of them?
A. It depends. The caster of the Dispel Magic would have to roll percentile dice for each one to see if he successfully dispelled each one. Dispel Magic affects everything within its range.
DRAGON #52 Sage Advice:
Q. How much area may be caused to glow by a Light or Continual light spell? Do the clerical reverses of these spells blacken 4” and 12” diameter spheres, respectively? If so, what’s the good of Darkness, 15’ radius?
A. An interesting three-part question: Part two answers part one, and part three doesn’t seem to make sense. Yes, the reverses of the cleric spells Light and Continual light would “blacken” globes of that diameter — the same diameter as the globe of light formed when the “normal” version of the spell is cast. Nothing beyond the 4” or 12” diameter sphere of light or darkness would be affected —that is, the light sphere doesn’t “glow” and give off light to the area beyond the limit of the sphere. What’s the good of the Darkness spell? Well, the clerical Light spells can be reversed, but the magic-user spells can’t, so there isn’t any duplication of the sort that the question seems to suggest.
DRAGON #62 Sage Advice:
Q. In the description of Affect Normal Fires, it says that fires can be increased in size and light to become as bright as a Light spell. However, a Light spell casts only as much light as a torch. Which is correct?
A. First of all, the question doesn’t describe Affect Normal Fires the same way the Players Handbook does. The spell causes fires to “reduce in size and light” or to “increase in light.” A fire can not “be increased in size and light,” according to the spell description. This literally means that, while you could reduce a bonfire 3 feet in diameter to a smaller flame (with a corresponding reduction in light output), you could not make a small flame into a fire of greater size by the “increase” application of the spell. The small flame would become as bright (i.e., throw off as much light) as a larger fire, up to the brightness of a Light spell, but would not take up any more physical space than it did before. It is true that a Light spell casts as much light as a torch. But there are lots of types of “normal fires” (able to be affected by the spell in question) that aren’t as bright as a torch to begin with. According to page 102 of the Players Handbook, a lantern is by definition not as bright as a torch (30-foot radius of illumination compared to 40 for the latter), and naturally that would be true of any other type of flame of comparable size. Any source of flame or fire brighter than a torch (such as the aforementioned bonfire) would, presumably, actually be diminished in size and illumination by the use of the “increase” application of the spell.
Q. I want to make a continual light wand (by casting the third level cleric spell on a metal rod). In the DMG, under spell explanations, it says, “Darkness spells are the bane of this device....” Does the darkness spell have to be cast on the rod itself in order to negate the light? If so, what would happen-if someone holding the continual light wand (light exposed) walked into an area under a darkness spell? Would the light be cancelled, the darkness be cancelled, or both be negated? Would the wand be negated if a darkness spell is cast in a general area containing the wand, but while it is enclosed so that the light isn’t visible?
A. Either a Continual Darkness or Dispel Magic spell can negate a Continual Light spell, whether the light had been placed over an area or upon an object. Continual Darkness does not have to be cast on the rod itself in order to ruin the light wand; the darkness negates not only the light of the spell, but also the magic which caused the rod to give off the light in the first place. As long as the light wand is in, or is brought into, the area of effect of the darkness spell, both spells would cancel each other out. The same would be true if the wand were in a lightproof container inside the area of effect: That container is not magic-proof, and it is the magic itself, not just the visible effects of that magic, which is negated. It’s important to understand the difference between a light wand of this type and an item which is actually enchanted to give off light, such as a Wand of Illumination or a Gem of Brightness. When actual magic items are employed to produce magical light, a darkness spell would at best only neutralize the charge(s) currently in use; the item is not rendered unusable as long as other charges remain. For example, Continual Darkness will negate the effect of a Gem of Brightness for only one day — or not at all, if the owner of the item expends charges to offset the darkness. A continual light wand, on the other hand, is no more than a stick with a spell cast on it. When that spell is dispelled, the stick’s light goes out for good (or until another Continual Light is cast upon it). Dispel Magic is effective against a continual light wand, again because it neutralizes the magic of the spell which was applied to the rod. Dispel Magic cannot, as the spell description indicates, weaken or negate the power of a “specially enchanted” item such as the Gem of Brightness. The success of Dispel Magic against a continual light wand or other similar object depends in part on which particular kind of Continual Light was used to manufacture the wand; the dispelling would be more likely to succeed against the magic-user version of Continual Light, since that is a second level spell and the cleric and illusionist versions of the same spell are third level incantations.
DRAGON #152 Sage Advice:
Q. If a light spell is cast upon a piece of chalk, can the chalk be used to write glowing messages? If the spell is cast on a rock, can you break the rock in half and have two half strength light effects? If the spell is cast on a vial of water, will the water glow?
A. No, no, and no. A light spell illuminates a 20' radius. Casting it on an object simply makes the effect mobile. The spell has one and only one centre of effect; if the object the spell has been cast upon is broken, spilled, or worn away, the spell stays with one portion of the object or becomes immobile, fixed in space. It might be possible to transfer the spell from one object to another by casting it on a mutable object. For example, if the spell is cast on an open vial of water, the spell will be transferred to the vial if the water is allowed to evaporate away.
DRAGON #153 Sage Advice:
Q. Can a light or continual light spell be used to negate the darkness ability of a demon or devil?
A. Yes, on all counts. Each of these spells can negate darkness of any sort, though a light spell will "go out" immediately after negating such darkness, while the continual light spell will last. Light or continual light spell will negate only one darkness effect at a time; thus, if there are two darkness effects in the same area, the area remains dark until two light effects are used.
DRAGON #154 Sage Advice:
Q. How does an anti-magic shell work? Does it destroy any spell with which it comes in contact? Can the caster cast spells through the anti-magic shell?
A. An anti-magic shell negates all magic within its area of effect. The caster's spells (which originate within the shell) are also negated, although they may remain after the shell's duration expires if their own durations are long enough. Note also that the shell causes magical items within its area of effect to cease functioning. In any case, the shell does not function like a dispel magic spell. Magical items are not destroyed by the shell; they merely cease to function while within it. If their duration permits, magical effects will still function when they are taken away from the shell or when the shell's duration expires. For example, a continual light spell cast upon a rock will be negated only as long as that rock is within the shell; the continual light spell functions normally afterward. If part of a magical effect's area extends into the shell, only the portion within the shell is negated; the effect functions normally outside the shell. However, if a spell with an instantaneous duration is cast so that its centre is within the radius of the shell, the spell is completely negated. For example, if a fire ball were cast so that it would detonate inside an anti-magic shell, there would be no effect. If a fire ball were cast so that it would detonate outside the shell, however, only the portion of the fire ball crossing into the shell would be negated.
DRAGON #172 Sage Advice:
Q. Just how quickly will a continual light spell consume an object it is cast on? If cast on a creature, will it cause harm if left in place long enough? If so, how quickly? Does the spell run out when it consumes the object it is cast on?
A. This is up to the DM, but the process takes hundreds of years for soft materials such as wood, and thousands of years for hard substances such as gemstones. Perishable materials, such as most foodstuffs, will rot normally long before a continual light spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.
Q. Can a wand of negation be used to dispel spells with a duration, such as fly or continual light, or does it work only on effects generated from wands, staves, and rods?
A. A wand of negation prevents devices from generating magical effects. A wand of negation does not affect creatures or existing magical effects, though many readers have gotten confused while reading the wand's description (see the Dungeon Master’s Guide, page 157) and concluded otherwise. The third sentence seems to be the major stumbling block, as it easily can be misread to indicate that the wand can negate spells from any source. Note that the wand of negation need not be pointed directly at the item to be negated; it suffices to point the wand at the individual employing the item. The DM must decide what constitutes a "spell-like effect"; magical bonuses cannot be negated, nor can most other functions that affect only the item's user, such as necklaces of adaptation or brooms of flying. Devices that create offensive magical effects such as fire ball, lightning bolt, shooting stars, polymorph other, and so on can be negated. Devices that have charges lose the appropriate number of charges if one of their effects is negated.
DRAGON #183 Sage Advice:
Q. Please clarify the effects of magic resistance in the following situations: 1) Someone casts a wall of stone spell so that it falls on top of the magic-resistant creature; 2) A drow (an elven race that has magic resistance and suffers various penalties in bright light) is enveloped in a light or continual light spell; and 3) A magic resistant marine creature that breathes only water finds itself within an airy water spell.
A. "Sage Advice" discussed magic resistance in issue #175 (page 76), but it seems to be time to study the subject in more detail. Most of these answers are pretty straightforward; a little common sense and a careful rereading of the magic resistance rules (PH, pages 102-103; DMG, pages 66-67) should put these matters to rest. When adjudicating the effects, if any, of magic resistance, the DM has to consider two factors. First, what type of magic is involved? The rules make four distinctions: individually targeted spells, area effect spells, in-place spells, and permanent spells. Second, does the "incoming" magic directly affect the magic resistant creature, or is the effect on the creature merely a consequence of the magic being there? Unfortunately, there are no hard and fast rules (beyond what is already printed in the books) to decide which conditions apply. Here is my reasoning: 1) A wall of stone is a permanent magical effect (its duration is so listed in the spell description). Furthermore, magical "wall" spells are evocations, which directly bring forth or create their effects. When the wall of stone falls on top of a magic resistant creature, or even if the creature tries to walk through a stationary wall, the magical effect is acting directly on the creature. Magic resistance applies; if the magic-resistance roll succeeds, the creature passes harmlessly through the wall. Since the wall of stone is permanent, there is no effect on it; that is, the wall is not dispelled or pierced with a hole that other creatures can pass through. 2) Light and continual light spells are a little harder to figure out. Both are in place effects, operating continuously in a particular place or on a particular item. However, continual light also is permanent, and both spells can be cast directly against a creature to blind it. When used to blind a creature, either of these spells is treated as an individually targeted effect, and magic resistance applies. Since the caster is targeting a single creature only when trying to blind an opponent with either spell, the effect is completely negated if the magic resistance roll succeeds (as it is for any area-effect spell targeted solely at the magic-resistant creature). However, an entirely different set of circumstances prevails when a magic resistant creature moves into or otherwise finds itself inside either spells area of effect. Both spells are alterations, magic that works a change on a creature, area, or object, and this change produces the spells effects. In the case of light and continual light, these spells change an area or object so that it emits light. One explanation of how this works is that the atoms in the area of effect are excited so that they emit visible light. The light has a central focus (so the light can be hidden by an opaque container), but it is the target object or area that emits the light, not the spell. Since the magic affects the area and not the creature, magic resistance does not apply (the light is a consequence of the spell). The same holds true for the reverse of these spells; a creature might be very badly affected by darkness or continual darkness, but, since the magic does not directly affect the creature, magic resistance is irrelevant. 3) Airy water also is an in-place spell, but it is also an alteration that affects an area, not the creatures within the area.
DRAGON #265 Sage Advice:
Q. Say you had six coins, each with a continual light cast on it. If you took all six coins into an area affected by a continual darkness spell, would all of the continual light spells be temporarily negated or just one of them?
A. Just one of them. What actually happens is that when the areas of effect of the continual light spells overlap the area of effect of the continual darkness spell, one continual light cancels the darkness effect and is cancelled itself. This cancellation occurs only in places where both spells are operating. The other five continual light effects keep working. If the character carrying the coins moves through the area of continual darkness and continues on so that the continual darkness area no longer overlaps any continual light area, all seven effects work normally again. Continual light and continual darkness can permanently negate each other, but only when deliberately cast against each other.