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Light

Light decides what you can see in the dark places of the world. It is part of the rules, not just decoration.

What light is

Every cell has a light level with four channels: red, green, blue, and ultraviolet (UV). For each channel, 255 means fully lit: a surface then shows its true color. More than 255 is overbright, and the surface brightens a little further. Colored light is real: a red crystal lights its surroundings red, and a surface lit only by red light shows only red.

A cell’s light is the sum of:

A special room can change that. A shadowed room drains all of it, and a sanctuary adds a faint warm glow of its own.

Light sources

Light comes from wall torches, braziers, lamps, magical crystals, glowing fungus, runes, lava, the altar, creatures that carry a torch, your own lantern, and the faint light of a spell circle around anyone with a buff or a hex on them. Each source has a color (its red, green, blue, and UV at the source), a brightness there (as normal eyes see it; see vision), and a reach in cells:

LightReachesKindColour (red, green, blue, UV)Brightness
Torch carried by a balor or a burning skull or a kobold or a nightmare6 cellsvisible300, 180, 90, 0198
Wall torch7 cellsvisible280, 170, 90, 0187
Brazier8 cellsvisible360, 210, 100, 0233
Lamp6 cellsvisible230, 200, 150, 0202
Candlestick4 cellsvisible250, 195, 120, 0201
Arrow fire5 cellsvisible260, 145, 60, 0162
Your lantern5 cellsvisible250, 215, 160, 0218
Your lantern (Kindled, Lamplighter)6 cellsvisible265, 228, 170, 0231
Lantern hooded carried by an animated lantern2 cellsvisible125, 108, 80, 0109
Altar5 cellsvisible220, 180, 90, 0181
Altar good4 cellsvisible240, 190, 80, 0192
Forgotten altar4 cellsvisible180, 180, 190, 0180
Altar evil4 cellsvisible240, 50, 40, 089
Light crystal (red)7 cellsvisible340, 50, 40, 0110
Light crystal (green)7 cellsvisible60, 300, 80, 0233
Light crystal (blue)7 cellsvisible60, 110, 380, 0119
Light crystal (amber)7 cellsvisible320, 220, 40, 0227
Crystal portal5 cellsvisible180, 110, 320, 0140
Wisp carried by a corpse candle or a will-o’-wisp3 cellsvisible110, 190, 170, 0171
Storm carried by an elder lightning elemental or a greater lightning elemental or a lesser lightning elemental or a lightning elemental or a thunderhead4 cellsvisible150, 170, 360, 0179
Glowing fungus3 cellsvisible0, 24, 13, 018
Faint rune4 cellsUV only: invisible without UV sight0, 0, 0, 1800
Lava4 cellsvisible300, 110, 30, 0144
Ember carried by a fire troll or a hand of glory1 cellvisible180, 110, 50, 0120
Ember full carried by an ember mote2 cellsvisible200, 125, 60, 0135
Ember glow2 cellsvisible170, 60, 35, 081
Faintly glowing magic item (Radiant, of Light)2 cellsvisible70, 80, 105, 079
You, while Branded3 cellsvisible95, 105, 140, 0105
Brightly glowing magic item (Radiant, of Light)4 cellsvisible125, 135, 175, 0135
You, while Lit6 cellsvisible235, 235, 250, 0236
Spell circle, evocation (anyone stunned)1 cellvisible and UV70, 38, 16, 9043
Spell circle, necromancy (anyone weakened)1 cellvisible and UV48, 36, 64, 9040
Spell circle, abjuration (anyone blessed, glamoured, silenced)1 cellvisible and UV32, 48, 68, 9046
Spell circle, restoration (anyone renewing)1 cellvisible and UV66, 52, 20, 9052
Spell circle, transmutation (anyone hasted, barkskin, water-borne, cat-eyed, sluggish, webbed)1 cellvisible and UV30, 56, 30, 9048
Spell circle, enchantment (anyone bound, hexed, drowsy, pinned, frightened, transfixed)1 cellvisible and UV62, 34, 54, 9041
Spell circle, divination (anyone quick-sensed, seeing)1 cellvisible and UV46, 46, 54, 9046

Light is strongest at the source and fades smoothly to nothing at the edge of its reach. Walls, closed doors, and anything else that blocks sight, such as trees and boulders, stop light. A light source in a cell that blocks sight, such as one on a closed door, gives no light at all.

Shadows come from the same rule. A pillar or a wall casts a shadow behind it, away from the light, and the cells there get none of that light.

Bounce

Surfaces reflect a little light. Lit floor and walls glow faintly into the cells next to them, in a tint that depends on the surface: a grassy meadow bounces green-yellow, water bounces blue. Bounce never crosses a wall, reaches only three cells from the surface, and is never more than about an eighth of the direct light.

Walls

A source lights a wall the way it would light a floor cell at the same distance, but only where you can see a face of the wall that the source lights. So light never seems to leak through walls.

What is only for show

Some effects look like light but never change what you can see:

  • Flicker. Torches and fires flicker and drift in color, and lamps burn more calmly. Magical light (crystals, runes, fungus) holds perfectly steady. Flicker can be switched off in the settings.
  • Creature shadows. Creatures, you included, cast soft shadows. They are only drawn: a creature cannot hide in another creature’s shadow, and nobody sees you any less for standing in one.
  • Glow and particles. Sparks over a brazier or the glow of a rune are decoration.
  • Falling rain. The drops are decoration; the clouds that dim the light are not (see Weather).

Each of these except creature shadows has its own switch in the settings, and reduced effects turns them all off. Creature shadows are always drawn.

See also: Sight and memory, Vision types, and Your lantern.