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Light and Vision
In FaDe, a light source is more than flavor text. A lit torch or lantern sheds real illumination on the scene, and FaDe keeps track of the fuel it burns.
Light items (torches, lanterns, candles, bullseyes, magic lights) are items with a Light sheet. The Attributes tab holds everything that defines how they glow and how long they last:
| Field | What it does |
|---|---|
| Light Type | The preset — see below. |
| Duration | How long the light burns, in 10-minute turns. Blank means infinite (typical for magic lights). |
| Radius | Radius of the dim part of the light. |
| Bright | Radius of the central bright part (auto-filled from the preset). |
| Fuel Type | What the light consumes — see Fuel. |
| Turns Left | Read-only countdown, computed from the remaining seconds and the world's turn duration. |
| Color, Attenuation, Luminosity, Angle, Animation | Visual tuning, editable on custom lights. |
| Type | Preset |
|---|---|
| Torch | Dim 30 ft / bright 6 ft, flickering flame. |
| Lantern | Dim 30 ft / bright 6 ft, calmer flicker. |
| Bullseye | Dim 50 ft / bright 6 ft, a 30° cone instead of a full circle. |
| Candle | Dim 15 ft / bright 3 ft. |
| Magic | Dim equals the item's Radius, pulsing blue glow. |
| Custom | Everything is editable, including color, angle, and animation. |
For any type except custom, the numeric fields are filled in from the preset, so the bright radius (for example) can't be edited independently.
- Self-fueled lights — a torch or candle — have no fuel type. They consume themselves: each one that burns out reduces the item's quantity by 1.
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External-fuel lights — a lantern that runs on oil — have a fuel type (e.g.
oil). The light looks through the carrier's inventory for a regular item whose fuel type matches, and that fuel item's quantity is what gets consumed.
So a character carrying 5 torches can light and burn 5 torches before running out, while a lantern requires flasks of oil to keep burning.
There are two ways to light a source, and both are the same under the hood:
- From the item's chat card, via the Ignite/Extinguish button.
- From the Light Manager dialog, which lists the selected token's available light sources and lets you Ignite or Extinguish one (open it through a macro).
When you light something, the token's light data is set from the item's settings — the glow you see on the scene matches the light's radius, angle, and animation. The actor remembers which light is active, and chat (plus a toast, if enabled) announces that it's been lit.
Light sources only burn while world time is advancing, and only the GM advances world time. As game time passes, the light's seconds remaining tick down continuously — ten minutes of game time is one turn's worth. When the countdown hits zero:
- The light goes out on its own — the token stops glowing.
- A self-fueled light also consumes one unit of itself.
- An external-fuel lantern goes out at zero too, but consumes a flask of fuel the next time it's re-lit (and refills its remaining time from the fresh fuel).
- Only active lights burn. No time is advanced, no fuel is consumed, nothing happens outside of combat/world-time management.
- Infinite lights don't run out. Magic lights (blank duration) are skipped entirely when time advances.
- A torch that's not lit never burns. Ignition only happens when you enable it.
- Death doesn't douse. A character who drops to 0 HP keeps their light burning unless it's extinguished manually — good to remember when a corpse keeps a torch lit.
- Vision is up to you. FaDe handles the light; it doesn't handle sight. There's an infravision status icon, but it's just a status marker — darkvision and other sight modes are configured with standard token sight, exactly as in any other Foundry system.