I am running an underdark campaign, and one of our characters is a photomancer (Light mage). What is the affect of sunlight sensitivity on spellcasting? How likely are monsters to see a daylight, sunburst, flame strike, fire shield, sunbeam, or similar spell, from around a corner? And how often should I give the gloomstalker total darkness or dim light for the shadow monk dip and invisibility? (I'm biased because our group is short on players and I play him.)
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Daylight and Sunburst both create sunlight. The other spells you list don't.
You have to make a call on these, but personally I'd say that if the rest of the corridor isn't totally dark, I'd apply something like triple the radius to see a vague flash from around a corner. For simlicity, you might simply rule that the area of the spell is the only place that light is evident.
There is no effect of sunlight sensitivity on spellcasting unless specifically stated on a monster's stat block.
Daylight and Sunburst both create sunlight. The other spells you list don't.
You have to make a call on these, but personally I'd say that if the rest of the corridor isn't totally dark, I'd apply something like triple the radius to see a vague flash from around a corner. For simlicity, you might simply rule that the area of the spell is the only place that light is evident.
There is no effect of sunlight sensitivity on spellcasting unless specifically stated on a monster's stat block.
A spell attack would have disadvantage, right?
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
If a spell creates sunlight per its description, it would impose disadvantage per sunlight sensitivity. That's about it.
As for light levels. Areas between populated areas would likely be darkness. Traveling intelligent creatures would likely carry a hooded or bullseye lanterns. Populated areas would be pretty well lit, probably mostly low light with a few brighter areas and little total darkness except down alleys.
Daylight and Sunburst both create sunlight. The other spells you list don't.
You have to make a call on these, but personally I'd say that if the rest of the corridor isn't totally dark, I'd apply something like triple the radius to see a vague flash from around a corner. For simlicity, you might simply rule that the area of the spell is the only place that light is evident.
There is no effect of sunlight sensitivity on spellcasting unless specifically stated on a monster's stat block.
RAW, Daylight doesn't create sunlight, just a lot of bright light, even though the name might suggest it does. I would house rule it counts as sunlight, though, because it's already a very niche spell, and giving it one more niche ability of imposing disadvantage on drow or triggering sunlight-activated magical effects seems like fun.
And Sunburst has an instantaneous duration, so unless you are affected by its blindness effects, there is no ongoing effect that would affect anyone with sunlight sensitivity. Again as a house rule, it might be fun to give creatures with sunlight sensitivity disadvantage on the save.
I would rule that any spell effect is only visible around a corner if the corner is within its bright or dim light radius. Anything else is a made-up house rule. In any case, you don't usually have to think about it. If you cast light in any radius, you're going to be noticed by anyone in a darkened room around a corner before you can see them. You might have a chance to surprise them if you are being quiet and hear them before your light reaches the corner. But I think this is down to your Perception and their Stealth, and it won't be greatly affected by whether you can get within 20 feet or 120. Dungeons are pretty echoey.
If you have line of sight to a light source, for example across a large cavern, then I think you can see it at quite a distance in total darkness.
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I am running an underdark campaign, and one of our characters is a photomancer (Light mage). What is the affect of sunlight sensitivity on spellcasting? How likely are monsters to see a daylight, sunburst, flame strike, fire shield, sunbeam, or similar spell, from around a corner? And how often should I give the gloomstalker total darkness or dim light for the shadow monk dip and invisibility? (I'm biased because our group is short on players and I play him.)
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Daylight and Sunburst both create sunlight. The other spells you list don't.
You have to make a call on these, but personally I'd say that if the rest of the corridor isn't totally dark, I'd apply something like triple the radius to see a vague flash from around a corner. For simlicity, you might simply rule that the area of the spell is the only place that light is evident.
There is no effect of sunlight sensitivity on spellcasting unless specifically stated on a monster's stat block.
A spell attack would have disadvantage, right?
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Yup.
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I'm going to make this way harder than it needs to be.
If a spell creates sunlight per its description, it would impose disadvantage per sunlight sensitivity. That's about it.
As for light levels. Areas between populated areas would likely be darkness. Traveling intelligent creatures would likely carry a hooded or bullseye lanterns. Populated areas would be pretty well lit, probably mostly low light with a few brighter areas and little total darkness except down alleys.
RAW, Daylight doesn't create sunlight, just a lot of bright light, even though the name might suggest it does. I would house rule it counts as sunlight, though, because it's already a very niche spell, and giving it one more niche ability of imposing disadvantage on drow or triggering sunlight-activated magical effects seems like fun.
And Sunburst has an instantaneous duration, so unless you are affected by its blindness effects, there is no ongoing effect that would affect anyone with sunlight sensitivity. Again as a house rule, it might be fun to give creatures with sunlight sensitivity disadvantage on the save.
I would rule that any spell effect is only visible around a corner if the corner is within its bright or dim light radius. Anything else is a made-up house rule. In any case, you don't usually have to think about it. If you cast light in any radius, you're going to be noticed by anyone in a darkened room around a corner before you can see them. You might have a chance to surprise them if you are being quiet and hear them before your light reaches the corner. But I think this is down to your Perception and their Stealth, and it won't be greatly affected by whether you can get within 20 feet or 120. Dungeons are pretty echoey.
If you have line of sight to a light source, for example across a large cavern, then I think you can see it at quite a distance in total darkness.