Hanging My Lantern


Rules Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Can you hang a lit lantern off of your belt, or off the end of your knobby walking staff, or something similar?

It clearly says "Hands 1" but it isn't clear whether you need to actually use one hand to carry it to benefit from it, or if it just takes one hand to activate (light) it then you can do whatever with it, like you can with a real life lantern.


1 person marked this as a favorite.

RAW: No
RAI: No
Balance: No problem and I allow it in my games. Because the Light cantrip don't have such kind of restriction. I don't think that put a Lantern or a Sunrod attached to your belt will be a problem.


1 person marked this as a favorite.
Ravingdork wrote:
Can you hang a lit lantern off of your belt, or off the end of your knobby walking staff, or something similar?

I'm pretty sure I already ruled that you would set your clothes on fire. I think that was regarding a Thaumaturge Lantern Implement though.

I would probably let you modify a Shield Sconce to hold a lantern instead of a torch - though it would still have the risk of putting the light out when you shield block.

Shadow Lodge

YuriP wrote:

RAW: No

RAI: No
Balance: No problem and I allow it in my games. Because the Light cantrip don't have such kind of restriction. I don't think that put a Lantern or a Sunrod attached to your belt will be a problem.

The Light cantrip does have an opportunity cost involved as you can't put another cantrip in that slot.

Depending on the specific model of lantern used, the idea of hanging it from your belt seems like it could be either 'reasonably safe, but probably doesn't provide nearly as good illumination due to its low and body-hugging position' or 'if you really want to set your genitals on fire, there are faster ways to do it' or maybe somewhere in between...

Mounting it on a walking staff would probably work reasonably well.


1 person marked this as a favorite.

As far as a pedantic reading of the rules goes:

Item usage rules say that items that are held will have the Usage: held line and specify how many hands are required to use the item. That rule also references the Carrying and Using Items rules.

From that it is pretty clear that an item that lists Usage: held 1 would have to be held in order to have any effect.

But the Lantern items don't technically have that Usage: line. So there may be some wiggle room for Devil caliber rules lawyers.

RAI is clear enough to me though.


1 person marked this as a favorite.
Taja the Barbarian wrote:
The Light cantrip does have an opportunity cost involved as you can't put another cantrip in that slot.

In this same way the lanterns need to be refueled and Sunrod costs absurd 3 gp to do the same thing.

Sovereign Court

1 person marked this as a favorite.

If your goal is mundane light, I'd say fine whatever.

If the goal is to hang a lantern thaumaturge implement from your belt, no. Implements really need to be held in hand.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm asking about mundane lanterns. Implement rules clearly state that to use them (as implements), they need to be held in hand. No question.


If for some reason your GM insists that you need to hold the lantern to use it. You still can put it into the ground ou over an object like a table during an encounter or you can use a Candlecap. Also Candlecaps has the advantage of not need to refuel.


Put me in the Nope camp. In my mind the whole reason to use the light cantrip is to free up hands and reduce awkward fumbling. Putting a lantern on a surface and drawing a weapon during an encounter is basically sacrificing two actions.

Meanwhile the Candlecsp only sheds dim light, meaning humans are going to suffer from concealment, and in a smaller radius to boot. If you're willing to spend 12 gold for lighting you might as well Dave 28 for a wayfinder.

YuriP wrote:
Taja the Barbarian wrote:
The Light cantrip does have an opportunity cost involved as you can't put another cantrip in that slot.
In this same way the lanterns need to be refueled and Sunrod costs absurd 3 gp to do the same thing.

Those two items aren't comparable. Lantern oil costs one copper and is negligible bulk. It might as well be free.

Sunrods may be expensive, but given that price point and not actually shedding fire and it is much more reasonable to have them not take a hand. If you eliminate that difference, then yeah they are absolutely overpriced, but that's also you changing the game.

Horizon Hunters

2 people marked this as a favorite.

Just cast Continual Flame on a dull gray aeon stone and let it orbit your head. I'm sure the shadow of your skull constantly revolving around your surroundings won't cause any issues.


Cordell Kintner wrote:
Just cast Continual Flame on a dull gray aeon stone and let it orbit your head. I'm sure the shadow of your skull constantly revolving around your surroundings won't cause any issues.

I have forget about this spell. But usually is because when you have a spellcaster able to cast Light cantrip you usually don't need to worry about Continual Flame.

But can be an interesting option if you don't have a caster into the party to buy a dull gray aeon stone and contract a Spellcasting Service to someone casts Continual Flame into it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
YuriP wrote:
Cordell Kintner wrote:
Just cast Continual Flame on a dull gray aeon stone and let it orbit your head. I'm sure the shadow of your skull constantly revolving around your surroundings won't cause any issues.

I have forget about this spell. But usually is because when you have a spellcaster able to cast Light cantrip you usually don't need to worry about Continual Flame.

But can be an interesting option if you don't have a caster into the party to buy a dull gray aeon stone and contract a Spellcasting Service to someone casts Continual Flame into it.

Is that something you can do in PFS?


Continual flame has a 6gp material component cost. A dull gray aeon stone is 9gp. 2nd level spell casting services are 7gp, and Learning the spell would be gp.

At the point that you're spending more than 20gp, you might as well get a wayfinder or just tape an everburning torch to your helmet.


Ah, but an everburning torch is said to be a torch in its description, and torches have "Hands 1" usage, so we're back to the original question.


Captain Morgan wrote:

Continual flame has a 6gp material component cost. A dull gray aeon stone is 9gp. 2nd level spell casting services are 7gp, and Learning the spell would be gp.

At the point that you're spending more than 20gp, you might as well get a wayfinder or just tape an everburning torch to your helmet.

Well you can also ask to someone to cast Continual flame into your helm to save some money and with bonus to gain a Ghost Rider style! kkkkkk

My players frequently play jokes casting Light in Paladin's helm or in Barbarian thong! kkkkkk

Horizon Hunters

1 person marked this as a favorite.
Captain Morgan wrote:

Continual flame has a 6gp material component cost. A dull gray aeon stone is 9gp. 2nd level spell casting services are 7gp, and Learning the spell would be gp.

At the point that you're spending more than 20gp, you might as well get a wayfinder or just tape an everburning torch to your helmet.

Continual Flame has the benefit of being magical light, meaning it overpowers Darkness of lower levels. It's a good idea to have a 3rd level casting of the spell to beat a standard Darkness spell, or 5th level to beat a heightened version.

Yes, the Light spell is a much cheaper option, but the Continual Flame is constant and can be used by non-casters, and only costs a small amount compared to permanent items of the same level. For example, at 9th level you can get a 5th level Continual Flame for 60g for materials + 80g for the service, vs 660g average for a permanent item.


I'll let players do whatever they can convince me is reasonable, with the following inescapable truths:
- Anything made of fire will be dangerous to attach to one's person.
- Light attached to your hat or to bandolier or any such place will only be shedding light in the 180 degree arc in front of you due to your body blocking it. If something moves behind you, it will do so invisibly.
- Light attached to the end of a Staff or other weapon risks getting tossed about (and/or broken) if you start swinging it around. You will also not be able to stow that item without spending more than 1 Action.

On the subject of Sunrods, they work underwater. That's pretty cool.

- Jee


Ravingdork wrote:
Is that something you can do in PFS?

Yes.

All permanent or ongoing spell effects end at the end of the adventure, just after resolving negative conditions, with the exception of Continual Flame, and Secret Page.

Liberty's Edge

1 person marked this as a favorite.
Cordell Kintner wrote:
Just cast Continual Flame on a dull gray aeon stone and let it orbit your head. I'm sure the shadow of your skull constantly revolving around your surroundings won't cause any issues.

Aeon Stones are Uncommon, though, which could be an issue.

In Society, the Purchasing Guidelines states "your character must have access to this uncommon equipment" but that you "have access to any item listed on a chronicle." So whether this is workable in PFS probably depends on how commonly Dull Gray Aeon Stones appear on Chronicles.


1 person marked this as a favorite.

Is there anything in the PFS guidelines preventing you from casting this continual flame on a coin, marble, your weapon, your armor, etc?

The Avid Collector boon is needed for the CRB to access dull grey aeon stones. This seems pretty annoying to be honest, especially as all Society characters have access to the Aeon stones on page 120 of the Field guide. (This is agate ellipsoid;, azure briolette, dusty rose prism, pale orange rhomboid, pearlescent pyramid, pearly white spindle, western star).

Actually gonna post another thread on that.


1 person marked this as a favorite.

The usage of a Dull Gray Aeon Stones is more to allow easily "disable" the light. But as
Doug Hahn said you can use anything that you worn instead. Like a pendant for example.

Yet I still prefer a helmet burning colored (probably red due the ruby dust) flames! kkkk

Horizon Hunters

Dull Gray is just the most common one people put it on, and as YuriP pointed out, allows you to easily put it out by just putting it away. You can easily put it on any aeon stone that is available to all PFS agents, such as the Pearly White Spindle, or just put it on something that you always wear like your shoes or hat.

Grand Lodge

Ravingdork wrote:
Is that something you can do in PFS?

In PFS you don't need to because you can easily get a free Wayfinder.


1 person marked this as a favorite.
Super Zero wrote:
Ravingdork wrote:
Is that something you can do in PFS?
In PFS you don't need to because you can easily get a free Wayfinder.

The wayfinder light spell is just level 1 though. Cordell’s point is that higher levels from permanent Continual Flame are useful for counteracting darkness effects.

It is absolutely useful in pfs. I’ve run many games where high level agents are caught off guard because they can’t do anything about Darkness.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Doug Hahn wrote:
The wayfinder light spell is just level 1 though. Cordell’s point is that higher levels from permanent Continual Flame are useful for counteracting darkness effects.

How? To counteract darkness effects, a light effect either needs to target the darkness effect (which an already cast continual flame can't do) or else specifically state that it can counterspell the darkness in some other way (which continual flame doesn't). Insofar as I can tell, a heightened continual flame is useless save for being harder to counterspell.


2 people marked this as a favorite.

Lower level darkness can’t suppress higher level magical light in the first place.

I guess its less of a strict counteract than “auto win” if your continual flame is higher level. That’s why level 3 and 5 are good benchmarks for your continual flame.


1 person marked this as a favorite.
Ravingdork wrote:
Doug Hahn wrote:
The wayfinder light spell is just level 1 though. Cordell’s point is that higher levels from permanent Continual Flame are useful for counteracting darkness effects.
How? To counteract darkness effects, a light effect either needs to target the darkness effect (which an already cast continual flame can't do) or else specifically state that it can counterspell the darkness in some other way (which continual flame doesn't). Insofar as I can tell, a heightened continual flame is useless save for being harder to counterspell.

There are two interactions between light and darkness effects. Suppression leaves both effects in place, just one effect remains in action in the intersection area. Suppression happens when even existing before effects come into contact. Counteraction completely turns off one of the effects (unless something else is written), and mostly happens only at the moment when one of the effects is cast.


1 person marked this as a favorite.

1) cast light on a tiny ball/stone.
2) put the stone in your mouth.
3) open an close you mouth as a free action, depends what you need ( light on or light off)


HumbleGamer wrote:

1) cast light on a tiny ball/stone.

2) put the stone in your mouth.
3) open an close you mouth as a free action, depends what you need ( light on or light off)

Seems like you'd be prone to either drop it out of your mouth or accidentally swallow it. Would work better on a fake tooth.


1 person marked this as a favorite.
Captain Morgan wrote:
HumbleGamer wrote:

1) cast light on a tiny ball/stone.

2) put the stone in your mouth.
3) open an close you mouth as a free action, depends what you need ( light on or light off)
Seems like you'd be prone to either drop it out of your mouth or accidentally swallow it. Would work better on a fake tooth.

Or a tongue piercing.

But I your idea better!


I'm crying laughing here! kkkkkk

If you need to talk you start a rave!

Community / Forums / Pathfinder / Pathfinder Second Edition / Rules Discussion / Hanging My Lantern All Messageboards

Want to post a reply? Sign in.