Eric brings up light.
DF 2, p. 6 has great rules for light sources and what they do. In a nutshell:
- A light usually eliminates darkness penalties to combat and vision, for everyone, in a semicircle in front of the bearer.
- Spells like Glow and Sunlight eliminate penalties over their entire area of effect.
- Vision and combat are possible at -3 out to triple the range of the best light source. After that, the ambient level applies.
Jorin's pin enchanted with the Continual Light spell has a radius of 4 yards in a semicircle in front of him.
Should I NPC a torch barer from
DF 15? ;D
Forgot to mention in my post that the doors, as all are unless otherwise noted, are heavy ironbound wood; DR 15, 39 HP (
DF 2, p. 18).