I didn't mean for the auras. The way that it appears that Dynamic Lighting currently works is that it produces an all or nothing effect. The area around the radius is shown normally, or it's not. With colored lighting, you could make this area washed in the green light of a gem (as mentioned earlier). In addition, a secondary radius option lets you set the distance that the light source emits normal light vs dim light (for rulesets that use such lighting rules). As an example, in Pathfinder a torch emits normal light out to 20 feet, and dim light out to 40 feet. In the dimly lit area rules for cover and concealment and stealth may come into play. With light as it is now, there is no visual indicator as to when a light source begins to dim...so the GM is left to counting squares. Gauss corrected me on how Dynamic Lighting works below. In direction reference to Auras...one solution might be to roll dynamic lighting directly into auras. Add a checkbox to your aura selections (and perhaps add an extra aura slot) that indicates if the aura acts as a light source. If it acts as a lightsource, it doesn't defy borders/line of sight.