Infravision sThere are two definitions of infravi-
ion that can be used in the AD&D
game. The first is simple but lacks
detail. It is, however, a perfectly adequate definition for
those who don’t want to bother with the complexities of
infravision. The second, optional, definition, adds another
level of detail to the game. It allows the DM to create spe-
cial situations in which the function of infravision becomes
important, but requires the DM to keep track of more rules
and more details.
Standard Infravision
The easiest definition of infravision is that it allows charac-
ters to see in the dark. Nothing more is said about how this
works—it simply works. Characters do not see into the infared
spectrum or “see’’ heat or anything else. They just see in the
dark as clearly as they do in normal light. However, since it is
a somewhat magical power, the range is not that of normal
vision—infravision ability extends only 60 feet. Beyond this
only normal vision is allowed.
Optional Infravision
This definition is much more scientific and accurate to
what we know of physical properties of the real world. To
its advantage, this definition makes infravision very differ-
ent from normal sight, with its own strengths and weak-
nesses. To its disadvantage, it introduces a certain amount
of scientific accuracy (with all its complications) into a
fantasy realm.
According to this definition, infravision is the ability to
sense or “see’’ heat. The best comparison is to thermal imag-
ing 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.
If this definition is used, there are several things that
must be considered. First, large heat sources will temporar-
ily 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 tem-
perature, after all.
The DM must also be ready to decide if dungeon doors
are a different temperature (or radiate heat differently) from
stone walls. Does a different color or kind of stone radiate
heat differently from those around it? Does the ink of a page
radiate differently enough from the paper to be noticed?
Probably not. Can a character tell an orc from a hobgoblin or
a human? Most creatures have similar “thermal outlines”—
somewhat fuzzy blobs. They do not radiate at different tem-
peratures and even if they did, infravision is seldom so acute
as to register differences of just a few degrees.
Be sure you understand the effects this optional definition
of infravision can have—there are dangers in bringing scien-
tific accuracy to a fantasy game. By creating a specific defini-
tion of how this power works, the DM is inviting his players to
apply logic to the definition. The problem is, this is a fantasy
game and logic isn’t always sensible or even desired! So, be
aware that the optional definition may result in very strange
situations, all because logic and science are applied to some-
thing that isn’t logical or scientific.
Other
Forms
of Sight
If the optional definition of infravision is
used, the DM has set a precedent for
using scientific laws to explain the ability.
Some people, arguing that there are visual
organs that can apparently see into the
infrared spectrum (using infravision), will
also argue for other forms of sight able to see into other
ranges of the spectrum. These can be included, if the DM
desires. However, before adding these to his game, the
DM had best have a firm grasp of the rules and, maybe, of
physics.
For example, just what would a character or creature with
ultravision (the ability to see into the ultraviolet spectrum)
see? Our eyes see objects because of visible light that is
reflected off objects (except for a few objects, such as the
sun, light bulbs, fires, etc., that emit enough visible light for us
to see them). Infravision utilizes heat (infrared) energy emit-
ted by objects, since almost everything emits infrared energy.
The problem with infravision is that many objects, such as
normal weapons and rocks, without internal heat sources, are
at or very near the temperature of their surrounding and thus
are nearly indistinguishable from those surroundings when
using infravision. Ultravision (and vision utilizing x-rays,
gamma rays, or radio waves) is useless since only stars and a
few other celestial objects emit significant amounts of energy
in these regions of the electromagnetic spectrum. All would
appear uniformly black with these forms of vision, except for
a few objects in the sky.
Darkness bSooner or later characters wind up
lundering around in the dark. Normally
they try to avoid this, but clever DMs
and foolish players generally manage to bring it about. Per-
haps the kobolds captured the player characters and
stripped them of all their gear; perhaps the characters for-
got to bring enough torches. Whatever the reason, those
without infravision suffer both physical and psychological
effects in the dark.
For the purposes of this discussion, “darkness’’ means any
time the characters suffer from limited visibility. Thus, the
rules given here apply equally well when the characters are
affected by a darkness spell, blundering about in pea-soup
fog, out on a moonless night, or even blindfolded.
Since one can’t see anything in the dark, the safe move-
ment rate of blinded characters is immediately slowed by 1⁄3
the normal amount. Faster movement requires a Dexterity
check (see Chapter 14: Time and Movement). Characters
also suffer a –4 penalty to attack rolls and saving throws. Their
Armor Class is four worse than normal (to a limit of 10).
Sight-related damage bonuses (backstabbing, etc.) are
negated. However, darkness is not always absolute, and those
DMs who wish to make distinctions between various levels of
darkness can use Table 72.
The blindfighting proficiency can lessen the effects of fight-
ing in darkness as explained in the proficiency description in
the Player’s Handbook.