In an area of bright light, all characters can see clearly. A creature can't
hide in an area of bright light unless it is invisible or has
cover.
In an area of shadowy illumination, a character can see dimly. Creatures within this area have
concealment relative to that character. A creature in an area of shadowy illumination can make a
Hide check to conceal itself.
In areas of
darkness, creatures without
darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total
concealment), loses any Dexterity bonus to AC, takes a -2 penalty to AC, moves at half
speed, and takes a -4 penalty on
Search checks and most Strength and Dexterity-based
skill checks.
Characters with
low-light vision (
elves,
gnomes, and
half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light and of shadowy illumination for such characters.
|
Table: Light Sources and Illumination
|
|
Object
|
Bright
|
Shadowy
|
Duration
|
| Candle |
n/a1 |
5 ft. |
1 hr. |
| Everburning torch |
20 ft. |
40 ft. |
Permanent |
| Lamp, common |
15 ft. |
30 ft. |
6 hr./pint |
| Lantern, bullseye2 |
60-ft. cone |
120-ft. cone |
6 hr./pint |
| Lantern, hooded |
30 ft. |
60 ft. |
6 hr./pint |
| Sunrod |
30 ft. |
60 ft. |
6 hr. |
| Torch |
20 ft. |
40 ft. |
1 hr. |
|
Spell
|
Bright
|
Shadowy
|
Duration
|
|
Continual flame
|
20 ft. |
40 ft. |
Permanent |
|
Dancing lights (torches) |
20 ft. (each) |
40 ft. (each) |
1 min. |
|
Daylight
|
60 ft. |
120 ft. |
30 min. |
|
Light
|
20 ft. |
40 ft. |
10 min. |
| 1 A candle does not provide bright illumination, only shadowy illumination. |
| 2 A bullseye lantern illuminates a cone, not a radius. |