Difference between revisions of "Thermalsight (3.5e Creature Ability)"

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|adopter=Eiji-kun
 
|author_name=Franken Kesey
 
|author_name=Franken Kesey
 
|date_created=03/17/19
 
|date_created=03/17/19
 
|status=Fin
 
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|editing=Mechanical changes on Talk}}
 
==Thermalsight==
 
==Thermalsight==
[[Summary::Thermalsight gives creatures the ability to sense heat sources.]] Creatures with thermalsight see a slight glow around heat sources. This exists even without a light source. Thermalsight tells only the rough direction of heat, '''not''' exact position. The creature usually does not need to make Spot check to notice creatures within range of its thermalsight ability (though it must have line of effect to a creature or object to discern that creature or object).  
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[[Summary::Thermalsight gives creatures the ability to sense heat sources visually.]] Creatures with thermalsight see infrared radiation as a deeper rich red color, and in darkness infrared light often continues to radiate even when visual light has failed. Thermalsight is poor resolution, allowing shapes to be made out but not exact details, colors, or textures.
  
Unless noted otherwise, thermalsight is continuous, and the creature need do nothing to use it. Some forms of thermalsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its thermalsight ability, the creature gains the benefits of thermalsight only during its turn.
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For the most part it provides no benefit in normal lighting other than allowing the user to determine approximately how hot a creature or object in their line of sight is. In darkness, creatures continue to see objects in comparison to the background temperature.  Objects hotter than the background temperature glow as if under ''[[SRD:Faerie Fire|faerie fire]]'' allowing their position to be pinpointed. Very hot objects can even "illuminate" the area as a [[SRD:Torch|torch]].  Many undead and constructs do not give off heat and are room temperature, and thus cannot be seen.
  
This sense can be blocked with a foot of stone, or two feet of earth. However, in water the range increases by 25%; and if touching metal that connects to the heat source, range also increases the same amount.
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Going from darkness to extreme heat suddenly provokes light sensitivity or light blindness as if it were a bright light.
  
*Thermalsight never allows a creature to distinguish color or visual contrast. A creature cannot read with thermalsight.
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Infrared light passes through objects to a point but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Magical darkness, water, invisibility, and blindness also prevent thermalsight as it is still visual based, but fogs and clouds do not.
  
*Thermalsight does subject a creature to gaze attacks, and creatures are [[SRD:Dazzled|dazzled]] if they fail the save. Blinding attacks do penalize creatures using thermalsight.
 
 
*Thermalsight works underground, and in a liquid and gaseous substance. Thermalsight negates displacement and blur effects.
 
 
*Thermalsight shows heat not just life forms. Thus when in a hot environment or when all surrounding objects are hot, there is a -2 penalty to Spot checks. The effectiveness of this ability depends on the ambient temperature in which it is used. It cannot help a creature detect objects colder than the surrounding area.
 
 
*Thermalsight sees through visual [[SRD:Figment Subschool|figments]] and [[SRD:Glamer Subschool|glamers]] that do not incorporate heat (i.e., can see through [[SRD:Minor Image|''minor image'']] but not [[SRD:Major Image|''major'']] image) and [[SRD:Invisibility|invisibility]]. However, creatures with thermalsight are still vulnerable to illusions that do not rely on vision (like ventriloquism).
 
 
*Thermalsight can only see creatures with heat signatures. Thus, Constructs, Ooze and Undead type, and Incorporeal, Ethereal, Air, Cold and Earth subtype creatures are invisible to this ability. However, Fire subtypes can be seen.
 
 
*Magical darkness negates this effect.
 
 
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Revision as of 04:05, 12 July 2019

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Adopter: Eiji-kun (talk)
Original Author: Franken Kesey (talk)
Date Created: 03/17/19
Status: Fin
Editing: Mechanical changes on Talk
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Thermalsight

Thermalsight gives creatures the ability to sense heat sources visually. Creatures with thermalsight see infrared radiation as a deeper rich red color, and in darkness infrared light often continues to radiate even when visual light has failed. Thermalsight is poor resolution, allowing shapes to be made out but not exact details, colors, or textures.

For the most part it provides no benefit in normal lighting other than allowing the user to determine approximately how hot a creature or object in their line of sight is. In darkness, creatures continue to see objects in comparison to the background temperature. Objects hotter than the background temperature glow as if under faerie fire allowing their position to be pinpointed. Very hot objects can even "illuminate" the area as a torch. Many undead and constructs do not give off heat and are room temperature, and thus cannot be seen.

Going from darkness to extreme heat suddenly provokes light sensitivity or light blindness as if it were a bright light.

Infrared light passes through objects to a point but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Magical darkness, water, invisibility, and blindness also prevent thermalsight as it is still visual based, but fogs and clouds do not.


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Franken Kesey's Homebrew (123 Articles)
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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
AdopterEiji-kun +
AuthorFranken Kesey +
Identifier3.5e Creature Ability +
Rated ByGhostwheel + and Foxwarrior +
RatingRating Pending +
SummaryThermalsight gives creatures the ability to sense heat sources visually. +
TitleThermalsight +