Upheaval

Light and Vision


LIGHT

Visibility can have a huge impact on your party's ability to be successful in an encounter. Increasing or decreasing the light level adds visual cover to any combat encounter and can affect your perception checks. Light levels are as follows.

Light LevelVisual CoverPerception Checks
Bright1/4 coverDisadvantage when primarily vision
NormalNoneNone
Dim1/4 coverDisadvantage when primarily vision
Dark3/4 coverVision-based checks impossible

Normal - Normal light is the light you get from a well-lit room or the light you experience outside in the day.

Bright - Bright light is the equivalent to looking toward the sun. Typically this is caused by supernatural or alchemical means, though some creatures may have the ability to produce bright light as well.

Dim - Dim light is equivalent to twilight, a poorly-lit room, or darkness at the edge of your light source. It adds 1/4 cover and perceptions checks are made at disadvantage. You are still able to see and target opponents, though visual cover makes them harder to hit.

Dark - Dark is as black as natural darkness gets. You are unable to identify where your opponents are, though you can guess at their location through other means. Vision isn't possible, so perception checks are limited to other senses. You cannot target creatures with spells, though spells with ranged spells attacks (like rays) can be fired blindly into a square in hopes of hitting its occupant (and missing any friends). In total darkness, you incur 3/4 cover penalties.

Light Sources

All light sources have a light increment. The light increment is how much normal light the source gives off. Typically, light sources also create an equivalent distance worth of dim light as well. So, a torch with a 20-foot light increment, will give off normal light for the first 20 feet, and then dim light for the next 20 feet. Beyond 40 feet is darkness.

Types of Senses

The type of senses you have also affects your ability to see in different light levels.

Common Humanoid Senses

Standard - Creatures with standard vision see regularly without any adjustments.

Low-Light Vision - Creatures with low-light vision are adapted to sight in low-visibility environments. Creatures with low-light visiondo not suffer penalties for attacking targets in dim light.

Darkvision - Creatures with darkvision can see perfectly in nonmagical darkness. Darkvision is black and white only and has a set visibility range. You cannot see at all beyond that range.

Other Senses

All-Around Vision - Creatures can see in all directions at once. It cannot be flat-footed unless physically immobilized and is immune to sneak attack or flanking.

Arcane sight: The creature can see magical auras and their schools, detect spell casters/spell-like abilities, and know the highest spell level of those abilities (as per Arcane Sight spell).

Blindsight - You are able to see without sight at all up to a certain distance. Creatures with blindsight are not affected at all by invisibility, darkness, or visual cover. They automatically detect creatures in range and do not need perception checks to notice them.

Blindsense - Creatures with blindsense function less perfectly without sight than those with blindsight. With a perception check, you can detect the location of people within 5 feet of you, even if you can't see. If creatures are farther out, you can only detect the general direction they are in.

Deathwatch - The creature knows whether creatures in line of sight are alive, dead, undead, dying, or inanimate (constructs).

Detect X - The creature has magic effect in place that allows it to detect a certain thing in range (usually 60 feet). Commonly detected targets are alignment, gems, magic, poison, secret doors, traps. etc.

Greensight - The monster can see through thick plant matter as though it were transparent, usually with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the monster's sight, though solid wood still blocks its line of sight.

Keen Scent - The creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

Lifesense - The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

Light Blindness - Creatures with light blindness are blinded for 1 round if exposed to normal or bright light.

Light Sensitivity - Creatures with light sensitivity treat normal light as bright light.

Mistsight - The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Oaksight - The creature is able to see any object within 10 feet of an oak tree that is within 350 feet of it.

Scent - This sense allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.

Scent Metals - The creature can smell metals within 90 feet.

See Invisibility - The creature can see invisible creatures normally.

Sense blood - The creature can sense the blood of warm-blooded creatures within 60 feet.

Snow vision - The creature can see through snowy conditions up to the range of its normal sight.

Thoughtsense - Creatures with this ability automatically detect and locate conscious creatures within the specified range (usually 60 feet). This ability functions similarly to blindsight. Nondetection, mind blank, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1-2) creatures, but otherwise provides no information about the creatures it detects.

Tremorsense - A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.

Truesight - These creatures can constantly see as if the true sight spell had been cast upon them. They see things as they normally are, ignoring magical darkness, magically hidden doors, blur, displacement, illusions, invisibility, and similar effects. They also can see the true form of polymorphed creatures. If they focus their vision, such creatures can also see into the Ethereal Plane.