MU Spell Clairvoyance

Player character options and their spells

Posts: 2306
Joined: Thu Jan 08, 2015 7:53 pm

Post by Makofan » Sun Jan 11, 2015 9:49 pm

MU Spell Clairvoyance

Clairvoyance
(affects: self, duration: 12 turns, range: 6") The magic-user can see in his mind’s eye anywhere he desires within range except that the spell is obstructed by lead or any rock thicker than 20ft
If the caster is looking into an area (the next room, for example) and there is no light in the room, does he see anything?

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Mon Jan 12, 2015 5:40 am

Re: MU Spell Clairvoyance

My own inclination is that the clairvoyance spell functions a bit like a short circuit TV camera.

So in the example given the caster would see merely that the room beyond is unlit. And possibly the torch light carried by his own party (if any) peeking under the door. However, if the caster were (somehow) a Dwarf, or possessed a ring of darkvision, or were otherwise subject to a darkvision spell then he would be able to see in the dark normally.

AD&D, on the other hand, says that a caster could clairvoy up to a 1" radius in an unlit location, so ultimately it's up to the referee.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Return to “Heroes & Magic”

Powered by phpBB® Forum Software © phpBB Limited
Designed by ST Software.