Infravision
(See Infravision,
below, for the spell)
As previously mentioned,
infravision is the ability to see into the infrared spectrum.
Thus heat radiation becomes
visible and differences in temperature allow infrared sight.
Warm things are bright,
cool things grey, very cold things are black.
Most infravision extends
to 60' distance.
Dungeon-dwelling monsters
have infravision to 120'.
All infravision is spoiled
if a light source is shedding illumination upon the creature possessing
the infrared sight capability.
Similarly, great heat will
spoil the capability.
Thieves hiding in shadows are successful with respect to infravision only if there is a heat/light source nearby to mask their body heat, or a very cold object or radiation to provide similar cover.
DMG: Infravision
+
Q. Are piercers, trappers and lurkers
above detectable by infravision?
A. We think that they are not. If they
were, their prey (other than tasty
adventurers) would spot them in time
to take action, as most
creatures that
live underground have infravision as
an ability.
Furthermore, the descriptions of
the monsters make it clear that they
are indistinguishable from their surroundings.
(Imagine #14)
.90. --- .80.
97.3 71.4
.90. --- .80.
Infravision (WSG)
Vision and Visibility | - | WSG | - | PH |
Infravision, or “heat
vision,” is the ability to see the shapes of
objects by sensing
radiation in the infrared spectrum. All nonhuman
player characters
have infravision, most of them out to a
range of 60 yards
(outdoor scale). Hobbits other than pureblooded
Stouts have an infravisual
range of 30 yards; drow,
duergar, and deep
gnomes have infravision out to 120 yards. In-
fravision is useless
in daylight or when the viewer or the target is
bathed in artificial
illumination stronger than moonlight; in such
cases, the normally
visible light overrides the heat radiation, and
the former is all
that can be sensed.
A character using
infravision sees heat as “light”: Very cold
objects are very
dark, hot objects are very bright, and temperatures
between the two
extremes are seen as varying shades of
gray. The “color”
of objects being viewed with infravision is classified
on a scale from
1 to 10, with 1 being pitch black
and 10 being excruciatingly bright:
"Color" | Temperature |
1 | Below -50 |
2 | -50 to -11 |
3 | -10 to 15 |
4 | 16 to 32 |
5 | 33 to 50 |
6 | 51 to 70 |
7 | 71 to 80 |
8 | 91 to 110 |
9 | 111 to 130 |
10 | Above 130 |
The first thing to
consider when determining the effectiveness <1st>
of infravision is
the temperature of the air. This will dictate the
overall level of
brightness that a character using infravision will
perceive. An object
or creature with a surface temperature that is
warmer or colder
than the air around it will appear as a brighter or
darker image against
the backdrop of the atmosphere. Keeping
the phrase “surface
temperature” in mind, use the folowing examples
as guidelines for
what a character using infravision can or
cannot perceive:
A human (body temperature approximately 98 degrees)
wearing
nothing thicker than normal clothing will appear brighter than
his surroundings when the air temperature is 90 or lower. The
same holds true for demi-humans and most size M humanoids,
assuming that they have body temperatures roughly the same as
a human’s.
A human completely bundled in heavy clothing will have the
same surface temperature as the surrounding air, and thus will
not be detectable by infravision. However, if just a small part of
the body (such as the face or hands) is uncovered or not fully protected,
those areas will appear as small spots of brightness (or
darkness, if the air temperature is very high).
In most cases, infravision
will not detect the presence of an object
or creature when
the line of sight is obstructed; a man
crouched behind
a large rock is invisible to infravision, just as he
would be to normal
vision. However, an object or creature that
gives off a great
amount of heat or cold might be indirectly detectable
because its presence
a ctually changes the temperature of
the surrounding
air. A campfire built behind a large rock would
warm the air around
it, and the side of the rock facing the viewer
would appear as
a dark shape outlined against a lighter background.
As indicated by the
above “color table,” extreme heat or extreme
cold will render
infravision useless, assuming that everything
in the range of
vision is effectively at the same temperature.
In a very cold climate
(temperature lower than -50 degrees),
everything will
appear pitch black; in avery hot climate (temperature
higher than 130),
infravision will detect nothing but a blanket
of almost blinding
brightness. In fact, a character using infravision
can be afflicted
by “heat blindness” if he suddenly finds himself
in close proximity
to a large fire or a source of great heat. If a
wall of fire, for
instance, springs up a short distance in front of a
character while
he is employing infravision, the flash of brightness
he perceives will
“burn out” his infravision and render the
power useless until
cure blindness or similar healing magic is applied.
In a less extreme
case, the viewer might be only temporarily
“blinded” to infrared
rays, perhaps for a period of 5-10 turns
(ld6+4) while his
eyes recover from the shock.
lnfravision will
not detect the presence of cold-blooded creatures
(reptiles, insects,
and most other nonmammalian creatures)
because the temperature
of such a creature is, by
definition, the
same as that of the surrounding air. However, if
magic is used to
abruptly change the temperature of the surrounding
air, a cold- blooded
creature will stand out against the
background for a
short time thereafter because its body temperature
does not change
that quickly.
^
Infravision
(Alteration)
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Effect: By means of this spell the magic-user enables the recipient of infravision to see light in the infrared spectrum.
Thus, differences in heat
wave radiations can be seen up to 6".
Note that strong sources
of infrared radiation (fire, lanterns,
torches, etc.)
tend to blind or cast "shadows"
just as such light does with respect to normal vision,
so the infravision is affected
and does not function efficiently in the presence of such heat sources.
(Invisible creatures are
not usually detectable by infravision, as the infrared light waves are
affected by invisibility,
just as those of the ultraviolet
and normal spectrums are.)
MC: Either a pinch
of dried carrot or an agate.