Difference between revisions of "Dim (cantrip)"

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'''Dim''' is a [[Cantrip|cantrip]] that reduces the [[Illumination|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|fire beetle]] glands and the glow of [[Adamantium (metal)|adamantite]].
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{{Spelltable
 
{{Spelltable
 
| name = Dim
 
| name = Dim
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| casting time = 2 [[Action Points|action points]]
 
| casting time = 2 [[Action Points|action points]]
 
| save = none
 
| save = none
| level = [[Cantrip|cantrip]]
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| level = cantrip
 
}}
 
}}
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Reduces an existing light source to half its [[Illumination|radiance]] for the cantrip's duration.  This includes not only typical sources such as candles, torches and lanterns, but also forms of radiance such as [[Fire Beetle|fire beetle]] glands, the emittance from [[Adamantite|adamantite]] and the effect of magic such as [[Light (spell)|light]], [[Continual Light (spell)|continual light]], [[Dancing Lights (light)|dancing lights]], [[Bluelight (cantrip)|bluelight]] and so onNote, however, that this dimming can only affect one light source, and will not eliminate all light emitted, no matter how tiny the original source.
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The dweomer likewise is able to affect spells such as [[Light (spell)|light]], [[Continual Light (spell)|continual light]], [[Dancing Lights (light)|dancing lights]] and [[Bluelight (cantrip)|bluelight]], among othersThe cantrip does not extinguish the affected light source; instead, it reduces its brightness by half, leaving some light still visible.
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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.
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The cantrip is particularly useful for [[Stealth (sage ability)|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 Weapons|missile attacks]], imposing a -1 penalty to hit for ranged combat within the dimmed area. This penalty also applies to [[Attack of Opportunity|attacks of opportunity]], as visibility is impaired enough to make quick reactions more difficult.
  
For [[Stealth (sage ability)|stealth]] purposes, this dimming will grant a -2 modifier to the number of hexes a creature can approach before being noticed.  Dimming lights will also modify an [[Attacking in Combat|attacker's]] [[Missile Attacks|missile fire]] by -1 [[Roll to Hit|to hit]] those within the diminished light.  This affects [[Attack of Opportunity|attacks of opportunity]] also.
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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]]
 
See [[Illusionary Cantrips]]
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[[Category: Cantrips]][[Category: Reviewed]]

Latest revision as of 16:11, 15 March 2025

Dim (cantrip).jpg

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