Difference between revisions of "Infravision"

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According to this definition, infravision is the ability to sense or "see'' heat. The best comparison is to thermal imaging equipment used by the armed forces of many different nations today. This special sense is limited to a 60-foot range. Within this range, characters can see the degrees of heat radiated by an object as a glowing blob translated into colors like a thermagram.
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According to this definition, infravision is the ability to sense or "see" heat. The best comparison is to thermal imaging equipment used by the armed forces of many different nations today. This special sense is limited to a 60-foot range. Within this range, characters can see the degrees of heat radiated by an object as a glowing blob translated into various shades of red.
  
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If this definition is used, there are several things that must be considered. First, large heat sources will temporarily blind characters with infravision just as looking at a bright light blinds those with normal vision. Thus, those attempting to use infravision must make the effort to avoid looking directly at fires or torches, either their own or the enemy's. (The light from magical items does not radiate significant heat.) Second, the DM must be ready to state how hot various things are. A literal interpretation of the rule means that characters won't be able to tell the floor from the walls in most dungeons. All of it is the same temperature, after all.
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If this definition is used, there are several things that must be considered. First, large heat sources will temporarily blind characters with infravision just as looking at a bright light blinds those with normal vision. Thus, those attempting to use infravision must make the effort to avoid looking directly at fires or torches, either their own or the enemy's. Second, there may be times when it is impossible to tell the floor from the walls in most underground areas. All of it is the same temperature, after all.
  
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''Note: This information is taken from Chapter 13: Vision and Light of the "Dungeon Master Guide".''
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''Note: This version of infravision originally appeared in the [http://www.amazon.com/exec/obidos/ASIN/0786903287/johnshelprous-20 2nd Edition Dungeon Master Guide] for the Advanced Dungeons & Dragons game by TSR. Its inclusion here is for the purposes of providing context for the campaign only.''
 
[[Category:Magical miscellany of Ardrana]]
 
[[Category:Magical miscellany of Ardrana]]

Revision as of 20:34, 3 September 2008

According to this definition, infravision is the ability to sense or "see" heat. The best comparison is to thermal imaging equipment used by the armed forces of many different nations today. This special sense is limited to a 60-foot range. Within this range, characters can see the degrees of heat radiated by an object as a glowing blob translated into various shades of red.

If this definition is used, there are several things that must be considered. First, large heat sources will temporarily blind characters with infravision just as looking at a bright light blinds those with normal vision. Thus, those attempting to use infravision must make the effort to avoid looking directly at fires or torches, either their own or the enemy's. Second, there may be times when it is impossible to tell the floor from the walls in most underground areas. All of it is the same temperature, after all.

Note: This version of infravision originally appeared in the 2nd Edition Dungeon Master Guide for the Advanced Dungeons & Dragons game by TSR. Its inclusion here is for the purposes of providing context for the campaign only.