Cloak: Darkness
This appears as a dark, finely embroidered, cloak (master crafted).
When the Command word, "Sanctuary" is spoken, the cloak will emanate a thick darkness about the wearer. Looking upon the wearer, as the cloak is being used, will give an effect of dark vapor, slowly shifting and writhing, engulfing the wearer.
When the wearer moves, this uncanny darkness will move with the caster.
Hurled or thrown weapons projected at the wearer will have 1 in 4 chances to successfully strike.
The way this is done is as follows:
1. Attacker picks a number between one and four.
2. Attacker rolls 1-D4 after striking the wearer of this cloak.
3. The wearer is hit if the number the attacker picked is rolled (the wearer can attempt to evade the attack as normal).
A hand-held weapon is wielded against the wearer. It will have 1 in 6 chances to successfully strike.
The way this is done is as follows:
1. Attacker picks a number between one and six.
2. Attacker rolls 1-D6 after striking the wearer of this cloak.
3. The wearer is hit if the number the attacker picked is rolled (the wearer can attempt to evade the attack as normal).
Special:
1. Enemies within Darkness will be blinded if no special vision ability exists to prevent it (-60 to strike). See: "Attack Adjustment (Blind Fighting)" in the Basic Rules Book for information for fighting blind.
2. If within striking range, there will be a 50% chance (roll 01-50) per turn that two or more enemies (who are allies) may strike out at each other inadvertently (always roll to strike, for a miss may occur).
3. Allies of the wearer are not effected by the darkness if the wearer chooses them not to be.
Note: Creatures which have Feel-Sight (if in range), Infra-Red Vision, or Ultra-Vision can see through the darkness of this cloak.
Duration - : 1 hour (720 turns) (+ 1 hour per 10 levels of the wearer).
Usuable -- : 1 / 7 days.
Value ----- : 3 White-Gold.