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Version 1.25
  • Home
    • Revision History
  • Introduction
    • Introduction for Beginners
      • Creating a Character (Generic)
    • Creating a Character for the Campaign
      • MS-Word Character Sheet
      • Blank Character Sheet
      • Example Character
  • Ability Scores
    • Strength
    • Intelligence
    • Wisdom
    • Dexterity
    • Constitution
    • Charisma
  • Character Races
    • Dwarf
    • Elf
    • Gnome
    • Half-elf
    • Halfling
    • Half-orc
    • Human
    • Racial Preferences
  • Character Classes
    • Secondary Skills
    • Gaining Levels
    • The Cleric
    • The Druid
    • The Fighter
    • The Paladin
    • The Ranger
    • The Magic-user
    • The Illusionist
    • The Thief
    • The Assassin
    • The Monk
  • Equipment
    • Money
    • Character Expenses
    • Armor
    • Weapon Proficiency
    • Weapon Attributes
    • Missile Weapons
    • Melee Weapons I
    • Melee Weapons II
    • Weapon Descriptions
    • Miscellaneous Equipment
    • Encumbrance
  • Additional Rules
    • Alignment
    • Character Traits
    • Time
    • Distance
    • Movement
    • Exploration
    • Adjudicating Actions
    • Languages
    • Pursuit and Evasion
  • Combat
    • How Combat Works
      • Example of Combat
        • Aggro the Axe
        • Abner
        • Arkayn
        • Arlanni
        • Gutboy Barrelhouse
        • Balto
        • Blastum
        • Barjin
    • Hit Points
    • Saving Throws
    • Surprise
    • Encounter Setup
    • Encounter Reaction
    • Declare Intentions
    • Initiative
    • Combat Actions
      • Avoid
      • Parley and Gauge Reaction
      • Delay or Ready
      • Ranged Attacks or Abilities
      • Move or Manipulate
      • Melee
      • Typical Time Requirements
      • Combat Modifiers
      • Combat Modifier Tables
    • Morale
  • Magic
    • Preparing Spells
    • Casting Spells
    • Acquiring Spells
    • Spell Books
    • Adjudicating Spells
    • Magic Resistance
    • Spell Research
  • Spells
    • Cleric Spell List
    • Druid Spell List
    • Magic-user Spell List
    • Illusionist Spell List
  • Additional Classes
    • The Barbarian
    • The Bard
    • The Death Master
    • The Shaman
    • The Witch Doctor
  • Dungeonmastering
    • Encounter Design
    • Conducting the Game
    • The Campaign
    • Monsters and Organization
    • Construction and Siege
  • Playing the Game
    • Sample Dungeon I
  • Adventures
    • Dungeon/Underground Environments
    • Wilderness/Outdoor Environments
    • Aerial Environments
    • Waterborne Environments
    • Underwater Environments
    • Extraplanar Environments
  • Non-player Characters
    • Special Roles of the Dungeon Master
    • Player Character Interactions
    • Hirelings
    • Henchmen
    • Loyalty
  • Treasure and Magic Items
    • Treasure Tables
    • Potions
    • Scrolls
    • Rings
    • Rods, Staves, & Wands
    • Miscellaneous Magic Items
    • Armor and Shields
    • Swords
    • Miscellaneous Weapons
    • Fabrication of Magic Items
  • Conditions
  • Deities
    • Greyhawk Deities List
      • St. Cuthbert
      • Corellon Larethian
      • Fharlanghn
      • Trithereon
  • Random Encounters
    • Dungeon Generation
    • Wilderness Generation
    • Dungeon/Underground Encounters
    • Underwater Encounters
    • Astral/Ethereal Encounters
    • Outdoor Encounters
    • Waterborne Encounters
    • Airborne Encounters
    • City/Town Encounters
  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Additional Rules
Alignment | Character Traits | Time | Distance | Movement | Exploration | Adjudicating Actions | Languages | Pursuit and Evasion

Exploration

Light

Many characters can only see in light which is normal to the human visual spectrum, and, no matter the extra-visual capabilities possessed, mapping requires “normal” light. [The table provided] gives the properties of the usual light sources.

Effects of Darkness

On many occasions, a situation will present itself where combat must be conducted in conditions of darkness or poor illumination. The effects of darkness on combat are as follows:

  1. If an opponent cannot be seen, then attacks against that opponent are as against an invisible target, i.e. at -4 “to hit.”
  2. If the opponent is vaguely discernible, such as a faint blur or a darker shape that stands out against the background, then attacks against that opponent are at -2 “to hit.”
  3. Combat is not affected by illumination (or lack thereof) in conditions of daylight or in light conditions such as those produced by most light-giving devices and spells, including the illumination of torches, lanterns, light spells or continual light spells.
  4. In essence, the converse of all the above cases will hold true when considering creatures which function normally or at some relative advantage in conditions of darkness. For instance, creatures with infravision will still be able to “see” opponents in the absence of normal (visible spectrum) light. Creatures that are accustomed to operating in darkness will suffer vision penalties when attacking opponents in illuminated conditions (cf. descriptions of gray dwarves, dark elves, and [deep] gnomes [found in the Monster Manual]).

The effects of a faerie fire spell will be of benefit only when outlining opponents in poor lighting conditions, such as an area of a dungeon where the only light comes from softly glowing magic weapons, or in total darkness. In illumination similar to that of a torch or a light spell (or anything stronger), the spell will function normally, but will not contribute to the visibility of the target it encompasses.

As in so many other cases, particularly those relating to combat, common sense must be the final determinant of whether or not an act is possible, or whether a bonus or penalty to its chance of success should be applied. If a certain situation seems to warrant an exception to these rules, it is within the purview of the Dungeon Master to moderate the events accordingly.

Infravision

Infravision is the ability to see light waves in the infrared spectrum. Thus heat radiation becomes visible and differences in temperature allow infrared sight. Warm things are bright, cool things gray, very cold things are black.

Characters and various creatures with infravisual capability out to 60 ft. (standard) are basically picking up radiation from their surroundings. Therefore they note differences in thermal radiation, hot or cold. They do not “see” things which are the same temperature as their surroundings. Thus, a room in a dungeon light look completely blank, as walls, floor, ceiling, and possibly even some wooden furniture within are all of the same temperature. Openings in the walls should show up rather plainly, as space anywhere else will, and, if generous, the DM can allow different substances to radiate differently even if at the same temperature, i.e. the wood in the example above would be discernible if care was used in scanning the room infravisually.

Note that air currents might show as cold or warm layers. Except where very warm or very cold objects are concerned, vision of this sort is roughly equal to human norm on a dark and cloudy night at best. Note also that monsters of a very cold or very warm sort (such as a human) can be tracked infravisually by their footprints. Such tracking must occur within 2 rounds of their passing, or the temperature difference where they had trodden will dissipate.

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. Thus, light sources which give off heat also absolutely prevent normal infravision from functioning within their sphere of illumination. (similar to the effect of trying to see into the dark when the observer is in a brightly lit area.) It requires not less than two segments to accustom the eyes to infra- vision after use of normal vision.

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.

Creatures with infravisual capability of unusual nature, such as those which see infravisually to 90 ft., are actually emitting infrared radiation from their eyes and seeing what is within this visual range by receiving the reflected radiation. Such creatures can easily distinguish floor, ceiling, wall, and other areas, as well as furnishings within an area. The eyes of all such creatures will appear as very brightly glowing red when observed by any other creature with standard infravision. Most monsters inhabiting underground areas will have this form of infravision. Infravision outdoors enables the individual to see figures which are warm or cold at 100 ft. to 300 ft., depending on temperature extremes. Vision is otherwise equal to a bright, starry night, with full moonlight.

Ultravision

Ultravision is the ability to see radiation above violet in the normal visible spectrum. Unless this ability is of highly unusual nature, so as to be able to see far into this spectrum, ultravision will not be useful underground (where radiation is screened out) without some source of ultravisual emanation. Magic weapons which shed illumination spoil ultravisual capability, just as heat does infravision.

Ultravision enables the viewer to see outdoors at night as if he or she were in twilight, so vision extends clearly for about 100 yards, dimly to about 300 yards. On particularly cloudy nights, ultravisual capability is reduced to about half normal, i.e. clear sight to 50 yards, dim to 150 yards.

Invisibility

“Now I’ll sneak up on the monster invisibly!” How often has this cry rung forth from eager players in the campaign? How often has the DM cursed because of it? Never fear, there are many answers to the problem of invisibility, and most difficulties will be resolved after reading the following rules and suggestions regarding the subject.

Invisibility is not what most players desire it to be. It is neither a sound-proofing nor an odor preventative. Normal sound issues from the invisible creature, just as normal odors do. Monsters might well be able to hear, smell, or see the invisible character. Furthermore, the associates of the invisible party are not able to see him or her any better than foes are, so this can cause problems, too. Now consider a silence spell and large area invisibility cast upon a party. Imagine the chaos within the area as characters stub their toes on the heels of the person before them, with the inability to hear anything so that falls, suggestions as to what should be done, or orders cannot be heard. Consider also that dust on the floor will betray most invisibility, as will dust or powder in the air. Think of a door opening without any visible cause; will this cause suspicion in the mind of the viewer (particularly when the surroundings are taken into account!)? You bet it will! Invisibility spells are broken when attack occurs, but what about devices?

Vision Table III. Detecting Invisible Creatures

Invisibility Due to Spells or Devices

Becoming invisible takes but a twinkling, but if the party is observed doing so, there is no reason why an opponent cannot attack with the standard penalty (-4 to hit) for inability to see the target. Likewise, becoming visible takes only a second, but thereafter the foe is able to clearly observe the attacker for a return of the compliment, as it must be assumed that it requires a full round to again activate the magic which enables the character to be non-visible.

Invisibility to animals, the first level druid spell, does not allow attack, but it is pretty well proof against unintelligent animals.

Invisibility devices generally duplicate the spell or else make the user likely to be undetected that turn or round, in-detect-ability being stated as a percentage chance. Dust of disappearance does not negate sound or odor either, so it is basically the same as an invisibility spell which allows invisible attacks.

Finally, we have the consideration of the ability to detect invisible creatures even though they are not actually seen. This is explainable as the observer’s ability to note a minor disturbance in the air—a shimmering or haze—or by keen hearing, and/or keen sense of smell.

For example, the DM may say “By the by, your half-elf espies a slight disturbance off to the left about 20 feet away, by the west wall—a modest air-current from a secret door left slightly ajar perhaps... Or perhaps not.”

The table gives the probability of detection of invisibility according to the or level/hit dice of the detector along with its Intelligence score or rating.

Note. The DM may give unintelligent creatures with keen hearing or sense of smell the equivalent of higher Intelligence to reflect detection of invisible creatures.

In no event is the thief ability to “Hide in Shadows” to be treated the same as invisibility as regards disappearance.

Check each round the detector is exposed to invisibility (creatures or objects). Once detected, the invisible creature will be kept track of thereafter, as the detector will be able to note the cause. Any attacks incur the -4 penalty of attacking on invisible opponent, of course, and the invisible creature likewise is entitled to +4 on saving throws.

Listening at Doors

In addition to the simple exercise of observation, many times characters will desire to listen, ear pressed to a portal, prior to opening and entering. This requires a special check, in secret, by the DM to determine if any sound is heard. Because of this, continual listening becomes a great bother to the DM.

While ear seekers will tend to discourage some, most players will insist on having their characters listen at doors at every pretense. First, the DM should make certain to explain to players that all headgear must be removed in order to listen. Those wearing helmets will probably need to remove a mail coif and padded cap as well, don’t forget. The party must also be absolutely silent, and listening will take at least one round. Silent creatures - undead, bugbears, etc.—will never be heard. Sleeping or resting or alerted creatures will not be heard either.

If there is something for the listener to hear behind the door, the probabilities [provided] will determine if any sound is heard.

Hearing Noise

When a die roll indicates a noise has been heard, the DM should tell the player whose character was listening that he or she heard a clink, footstep, murmuring voices, slithering, laughter, or whatever is appropriate.

The DM should be imprecise and give only vague hints; never say, “You hear ogres,” but “You hear rumbling, voice-like sounds.”

Failure to hear any noise can be due to the fact that nothing which will make noise is beyond the portal, or it might be due to a bad (for the listener) die roll. The DM will always roll the die, even if they know nothing can be heard.

Maximum Number Of Listeners. Each listener will take up about 2½ ft. of space, so up to three can listen at a typical dungeon door.

Maximum Length Of Time For Listening. Only three attempts can be made before the strain becomes too great. After the third attempt, the listeners must cease such activity for at least five rounds before returning to listening again.

Keen Hearing Ability

Some individuals possess “keen hearing” and gain a bonus of +1 or +2 in 20 (+5% or +10%). The DM should use the chance of hearing a noise (percentage) to determine if a character is keen-eared the first time he or she listens at a door, and if it is indicated, the DM will ask the player to note the fact (and the bonus) for his or her character.

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