Dim (cantrip)

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Dim is a cantrip that reduces the radiance of an existing light source to half its normal brightness for the duration of the magic. It affects standard light sources such as candles, torches and lanterns, as well as more unusual forms of illumination, including fire beetle glands and the glow of adamantite.

Dim
Range 10 ft.
Duration 10 rounds
Area of Effect 1 light
Casting Time 2 action points
Saving Throw none
Level cantrip

The dweomer likewise is able to affect spells such as light, continual light, dancing lights and bluelight, among others. The cantrip does not extinguish the affected light source; instead, it reduces its brightness by half, leaving some light still visible.

This means that Dim can soften the glow of a torch or lantern, making it less conspicuous, but it cannot plunge an area into total darkness. Additionally, the effect applies to only one light source at a time. If multiple sources are present, each must be dimmed individually with a separate casting of the cantrip.

The cantrip is particularly useful for stealth and combat advantage. When cast to support stealthy movement, it grants a -2 modifier to the number of hexes a creature may approach before being detected. In combat, the reduced illumination makes it harder for attackers to land missile attacks, imposing a -1 penalty to hit for ranged combat within the dimmed area. This penalty also applies to attacks of opportunity, as visibility is impaired enough to make quick reactions more difficult.

Beyond its tactical advantages, Dim is useful in a variety of situations, including avoiding detection, concealing the presence of magical radiance or creating an atmosphere of subtle menace or secrecy in social and roleplaying encounters. It allows the caster to manipulate light without drawing suspicion, making it an excellent tool for infiltrators, spies and those seeking to gain an advantage in the shadows.


See Illusionary Cantrips