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Token vision

Token vision is what each token can perceive on the scene — the lit area around them, the parts of fog of war they reveal as they move, and the senses (sight, darkvision, blindsight, …) they use to do it.

This is separate from scene lighting: a torch on the wall lights the room for everyone; a token’s vision is that token’s perspective on what they can see, which depends on their senses, not the scene’s lights.

  • Scene lights illuminate the world.
  • Token vision decides what one token can perceive of the illuminated world.
  • Fog of war records what the players have seen — token vision is what reveals it. See Fog of war.

A scene with lots of torches but a token with a 0-radius vision will still leave the player in the dark — vision is the gate.

Vision basics

Set a token’s vision radius, type (sphere or cone), edge softness, and direction. — Vision basics

Detection modes

Foundry-style senses: sight, darkvision, blindsight, tremorsense, truesight, see invisibility. Mix and match per token. — Detection modes

Conditions

Negative-vision conditions like Blinded and Vision-impaired automatically scale a token’s vision range. — Conditions

Invisibility and illusions

Hide tokens from viewers who lack the right senses, and mark illusions for truesight viewers. — Invisibility

Open a token’s settings dialog (right-click the token — or press and hold on touch — then choose Settings). Vision lives in the Vision section of the dialog and contains everything covered in this section.

  • Lighting — the scene-side lights that vision interacts with.
  • Fog of war — how vision drives reveal.