On light

On light

Managing light sources in a dungeon is something that many dungeon masters overlook, but it can add a layer of tension to the game that heightens the atmosphere. There are a few simple rules to follow:

  • Torches and lanterns take a free hand, displacing offhand weapons, shields, or magical foci.
  • Dim light imposes disadvantage to Perception checks.
  • Darkvision turns darkness into dim light (so disadvantage, as per above), but also turns dim light into bright light (so it overcomes disadvantage on the “outer edge” of regular lights).

 

Not all light is created equal. No free magic can outshine a lantern and many light generating cantrips have severe limitations. Woe be the party that depends on dancing lights to find its way in the dark.

 

Type

Range (bright/total)

Requires a free hand

Duration

Darkvision

60’

Torch

20’/40’

Y

1 hr

Lantern

30’/60’

Y

6 hr

Lantern (bullseye)

60’/120’ (cone)

Y

6 hr

Dancing lights

0’/10’ (x4)

1 min (concentration)

Light (spell)

20’/40’

1 hr

Produce flame

10’/20’

Y

10 mins

 

Also note that enemies can see a light source in the dark from literally miles away. A group with a torch has almost no chance of surprising an enemy in the dark and light will even shed through cracks in doors, making hiding for a short rest dangerous.

 

Leave a Reply

Leave a Reply

Your email address will not be published. Required fields are marked *