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3 Death Saves
Wiki updated as of 1.3.1 (Sep 2026)

Light Source Handling

Each calculation starts from the scene. When global illumination is on and the darkness level at the token’s position is inside the global light’s darkness range, the token starts at Dim, or at Bright if the global light is set to bright. Otherwise it starts at Dark.

Darkness is read at the token’s position, so Adjust Darkness Level regions count.

Ambient lights and token lights raise the level. A light raises the token to Bright inside its bright radius and to Dim inside its dim radius. Hidden lights and lights outside their darkness activation range do not count. A token’s own light counts for that token.

The module uses Foundry’s own test for whether a token’s position is inside a light. That test accounts for:

  • Walls that block light, unless the light’s Constrained By Walls and Surfaces option is off.
  • The light’s emission angle and rotation.
  • Elevation. A light reaches tokens above or below it only within its radius.
  • Surfaces that restrict light.

Lights with a Priority above 0 ignore surfaces, and their dim light reaches any elevation.

A light with Is Darkness Source enabled lowers the level. A token inside a darkness source reads Dark.

Lights and darkness sources resolve in Priority order. A light with a higher priority than a darkness source raises the level again. At equal priority, the darkness wins.

A tile with Restricts Light enabled that sits above a token blocks the scene’s global illumination and every light or darkness source at or above the tile’s elevation. Sources below the tile still reach the token. Transparent pixels in the tile image do not block light.