Light and Darkness

Anticipating danger, spotting hidden objects, and strife tend to assume that there is bright light and everyone can see. This is not always true, as the night can attest; darkness is a potent inhibition.

A given area might be lightly or heavily obscured.

  • Light obscuration, such as dim light, fog, or gunsmoke, imposes disadvantage on any sight-based Perception checks.
  • Heavy obscuration, such as darkness, makes any creatures within it effectively unable to be seen.

As a rule of thumb, if the target can still be seen or their outline can be made out, it counts as light obscuration. If the target is wholly obscured and cannot be seen, heavy obscuration.

An area can have bright light, dim light, or darkness.

  • Bright light is the norm; Most lands, Prospit, and locations that bask in Skaia’s light are considered to be in bright light. Torches, lanterns, a blast of pyrokinetic fire or flash of electrokinetic lightning can also provide bright light.
  • Dim light creates light obscuration. The alleyways of Derse are often dimly lit for that violet noir aesthetic.
  • Darkness creates heavy obscuration. Dark, dank dungeons and vaults deep within the Lands and Veil, areas of magical darkness, and the Furthest Ring are shrouded in darkness.

When you attack a target that you cannot see, as a rule of thumb, you have disadvantage on the attack roll, whether you are guessing their location or targeting a creature you have perceived using other senses like echolocation or psi sight. Obviously, if the attack is not targeted at your intended target’s actual location, you will miss the attack and your SM will tell you such, but they will not tell you if you guessed their location correctly or not.