Difference between revisions of "Infravision"

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'''Infravision''' is an ability that expands a creature's capacity to see more clearly in the dark, compared to those with normal vision. This is due to the anatomy of the creature's eyes, which allows the creature to discern thermal imaging that is blended and enhanced through the collection of very small quantities of light.  If that quantity of light is improved in any amount, infravision is ''not'' spoiled; it is further enhanced.
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[[File:Infravision.jpg|right|560px|thumb]]
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'''Infravision''' describes a character or creature's extraordinary ability to perceive objects clearly within a radius of 60 feet, regardless of the ambient level of [[Illumination|illumination]]. This unique visual capability stems from the peculiar anatomy of their eyes, allowing them to detect thermal patterns that are further enhanced by the minimal available light.  
  
Since the creature itself produces a certain amount of thermal light, pitch darkness does not exist for the infravision-possessing creature. It is understood that the creature's eyelids are more complex than those of humans, being able to more fully black out external light while still detecting light changes that are intrinsic to preparedness and survival.
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This works in tandem with visible light, so that unlike rules that have been written in AD&D, infravision is not spoiled by the addition of other light. This means that pitch darkness does not exist for these characters or monsters. They will always be able to see normally to 60 ft., and even farther if a light source is present. An appearance of red in the seer's eyes is present, but difficult to distinguish under the conditions in which infravision is used.
  
== Pitch Dark ==
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Rules for how infravision and other light combine to determine visibility can be found on the light [[Illumination#Range Adjustments|range adjustment table]].
In ordinary [[Subterranean (range)|subterranean]] environments, the creature's ability to see equals approximately that of carrying a small candle.  Walls, figures and objects would be clearly discernable at 25 ft. (5 [[Combat Hex|hexes]]), while movement of anything larger than an ordinary rat — while ill-defined — would be detectable up to 10 hexes, and could be fired at without additional adjustments.  Movement or medium to large objects between 11 and 20 hexes would be seen, but would be vague at best.
 
  
For example, outwards from 11 hexes, it would be recognized that the creature's approximate dimensions and shape would be recognized, but not well enough to discern a friendly face or details as small as the individual's fingersMissile fire at short range would be -2, at medium -4 and at long range -7.
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== Cultural Effects ==
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The absence of true darkness would have significant effects on demi-human society and its norms.  Where doesn't provide natural privacy, cultural norms around personal space, modesty, and intimacy might be quite different. People might develop alternative methods to maintain privacy, such as special clothing or designated private areasIndividuals might develop hand-signals, as two awake people in a room full of sleeping people would be able to see one another.
  
Beyond 20 hexes, even the slow movement of even large creatures would be overlooked, as this far out would appear as pitch dark.
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With a lesser nighttime darkness, the normal pattern of vendors closing at sunset could be suspended, allowing a late-night set of habits not generally recognisable with medieval practices.  Festivals and celebrations might be centered around the interplay of light and shadow, offering unique cultural events and experiences that appeal to both natural light and the individual's infrared capacity.
  
== Natural Light ==
 
Possessing infravision will enhance the light seen at dusk to the equivalent of full day; it will improve '''full moonlight''' to the equivalent of dusk and either '''starshine''' or '''dim moonlight''' to the equivalent of full moonlight.  A '''dark night''' that is clouded or overcast would be improved to the level of dim moonlight.  These levels of light conform to [[Illumination|illumination]] rules, where their effects are outlined.
 
  
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See also,<br>
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[[Darkness (spell)]]<br>
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[[Darkness, 15 ft. radius (spell)]]<br>
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[[The Adventure]]<br>
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[[Ultravision]]
  
See [[Darkness, 15 ft. radius (spell)|Darkness]]
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[[Category: reviewed]]
 
 
[[Category: Lacks Image]]
 

Latest revision as of 23:32, 6 October 2023

Infravision.jpg

Infravision describes a character or creature's extraordinary ability to perceive objects clearly within a radius of 60 feet, regardless of the ambient level of illumination. This unique visual capability stems from the peculiar anatomy of their eyes, allowing them to detect thermal patterns that are further enhanced by the minimal available light.

This works in tandem with visible light, so that unlike rules that have been written in AD&D, infravision is not spoiled by the addition of other light. This means that pitch darkness does not exist for these characters or monsters. They will always be able to see normally to 60 ft., and even farther if a light source is present. An appearance of red in the seer's eyes is present, but difficult to distinguish under the conditions in which infravision is used.

Rules for how infravision and other light combine to determine visibility can be found on the light range adjustment table.

Cultural Effects

The absence of true darkness would have significant effects on demi-human society and its norms. Where doesn't provide natural privacy, cultural norms around personal space, modesty, and intimacy might be quite different. People might develop alternative methods to maintain privacy, such as special clothing or designated private areas. Individuals might develop hand-signals, as two awake people in a room full of sleeping people would be able to see one another.

With a lesser nighttime darkness, the normal pattern of vendors closing at sunset could be suspended, allowing a late-night set of habits not generally recognisable with medieval practices. Festivals and celebrations might be centered around the interplay of light and shadow, offering unique cultural events and experiences that appeal to both natural light and the individual's infrared capacity.


See also,
Darkness (spell)
Darkness, 15 ft. radius (spell)
The Adventure
Ultravision