- Getting Started
- Rolling Dice
Running a Game
- Create Game
- Navigating Astral Maps
- Inviting players to your game
- Game Portal
- Vision Restrictions and Effects (Dynamic Lighting)
- Handouts and Documents
- Initiative Tracker
- Audio Player and Dynamic Audio
- Action Bar
- Game Settings
- Context Menus
- Drawing Tools
- Visual FX
- Character Sheets
- Map Editor
- My Vault
- Available Fonts in Astral
- Supported Files
- Replacing Sheet Pages Without Removing Contents
- Player View: Previewing as a Player
- Astral Performance Optimization
- Using Markdown in Astral
- Getting Best Results with Animated Maps
- Subscription Status, And How It Affects Your Party
- Additional Artistic Resoures Links
- Software Conflict Troubleshooting
- Beta Testing
- Beyond20 - D&DBeyond Integration: Support and Resources
Guides and Tutorials
- Astral Guides and Tutorials
- Community Created Guides
- Official Content
- Publishing on Astral
- Submit Bug Report
Vision Restrictions and Effects (Dynamic Lighting)
Dynamic Lighting (DL for short) is set up initially in the Map Editor. (Here's an article for placing DL points. )
After Dynamic Lighting points have been placed, you as the GM have several options to choose from.
To configure DL visual effects and settings, click on the "Dynamic Lighting" button in the Power Bar.
Dynamic Lighting uses the Map Background color for many of it's effects, including the color of completely obscured areas. If you'd like to change this color, you can do so by going into Map Settings and selecting a new color for the map background.
Free Dynamic Lighting Options
Supporter Dynamic Lighting Options
In addition to all free options, Supporter subscribers also receive:
- Noxious Fumes
- Space Dust
Dynamic Lighting Options Breakdown
When Dynamic Lighting is "off", Dynamic Lighting walls no longer obstruct vision or movement. If you do not need movement or vision restrictions, this setting is recommended as it will reduce the performance drain on each players device.
The OG DL setting! This setting uses only straight lines with no effects or edging. While it may not look as fancy as other options, if you need DL but you or your players are having a hard time with performance, or you need to have no edging to remove vision bleed behind walls, this option is for you.
Smooth DL is a more aesthetically appealing, newer version of DL. Edges are feathered and cleaner, though at a slightly larger performance hit.
Smooth With Effects
This category covers all other DL options (e.g. Fog, Fire, Waves, etc).
Smooth DL with FX applies a clean, feather-edged DL experience with additional visual effects, such as swirling gas or nebulous clouds. These options are the most performance-heavy, though give an amazing visual.
Shared Party Vision
The "Shared Party Vision" setting does just that. When applied, this setting allows all party-owned tokens to see the details that their fellow party members can see. Each party-owned token will share the vision radius of each other, regardless of if they can see each other.
Fog of War
Fog of War applies a "memory" of all previously visited locations. Fog of War will obscure, either partly or completely, the entire map from the perspective of each token.
When visiting a location with a token, the Fog of War will recede, and the location will be visible. Once the visiting token leaves the area, the area will be obfuscated by a darker hue, indicating that it is no longer within the token's sight.
When moving into a new area, all other tokens within the token's sight radius will be revealed. When moving away, the tokens are hidden again. This is to simulate that while the terrain is known, the other character's presence is currently unknown as they may have left the area and it's no longer in view.
Shared Party Vision settings also affect Fog of War. If party members should be able to see what each other sees, flip this toggle on.
DL transparency gives the players DL boundaries that allows terrain to be viewed through a darker, opaque "fog". Tokens are hidden outside the boundary and DL walls will still completely obscure vision, such as in the case of a building in the center of the map. This gives a more realistic feel to the game. The players can still see in the distance, but can't make out any critical details.