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special_abilities [2020/08/21 15:45] – [Echolocation] dungeonmasterspecial_abilities [2020/08/21 15:47] (current) – [Far Sight, Hearing, Smell] dungeonmaster
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 ==== Far Sight, Hearing, Smell ==== ==== Far Sight, Hearing, Smell ====
  
-The creature can see, hear, or smell for extremely long distances. In the real world animal kingdom, consider the eyes of the eagle and the hearing and smell of many of the animals in the animal kingdom including wolves, bloodhounds, and sharks. These generally don't require a weakness, but based how effective the ability is, the GM could require it. No mana is required to activate this special ability.+The creature can see, hear, or smell for extremely long distances. In the real world animal kingdom, consider the eyes of the eagle and the hearing and smell of many of the animals in the animal kingdom including wolves, bloodhounds, and sharks. These generally don't require a weakness, but based how effective the ability is, the GM could require it. Advanced hearing and smell will affect the ability of creatures with invisibility or camouflage to totally hide themselves from detection. No mana is required to activate this special ability.
  
 ==== Dark Vision ===== ==== Dark Vision =====
  
-The creature can see in the dark as long as there is at least a tiny portion of light. Absolute blackness is still absolute blackness. No mana is required to activate this special ability.+The creature can see in the dark as long as there is at least a tiny portion of light. Absolute blackness is still absolute blackness. Invisibility and camouflage are both as effective against dark vision as they would be against regular vision. No mana is required to activate this special ability.
  
 ==== Infravision ===== ==== Infravision =====
special_abilities.1598024719.txt.gz · Last modified: by dungeonmaster