Vision (SofS)

__TOC__
Many factors can interfere with vision underwater. Rather than cover all the details of light refraction, color shifting, and effects of particulates in water, let's refer to the tables for a surface-dweller's underwater vision and define the specifics therein. (Adaptations have been made to these tables to make them specific to Serôs and its depth designations.)
==Infravision==
Consider that any surface-light condition of moonlit night or less or a depth of 200 feet or greater to be dark enough to use infravision. However, infravision only works at one-quarter normal effect (15 feet instead of 60 feet). This reduction remains constant regardless of depth.
==Aquavision==
While the spell aquavision (see the "Magic of Serôs" chapter) mimics the effects of this natural ability, it only grants the basic ability to see as the recipient would normally see but at greater depths and darkness than their eyes normally register. True aquavision provides the deep-dwelling races-tritons, morkoth, and shalarin—with a membrane over the eyes that allows the creatures to see the natural bioluminescence of objects and creatures living in waters too deep for sunlight to penetrate. The three stated races have this sight to a distance of 60 yards; for all intents and purposes, it functions as infravision does in dungeons. The membranes that allow this vision naturally recede once there is enough light for creatures to see at least 20 feet normally.
 Table 1: Shallows Vision Table
Surface Light(Shallows)	Motion 	Stationary	GeneralShapes	ID 	Detail
Clear day 	100 feet	80 feet 	60 feet 	40 feet	5 feet
Overcast day 	50 	40 	30 	20 	5
Stormy day 	40 	30 	20 	10 	5
Moonlitnight 	25 	20 	15 	10 	10
Moonlessnight 	15 	10 	5 	10 	5
﻿Shallows are the first 150 feet, then followed by the Gloom for the next 150 feet. Surface dwellers cannot see effectively at depths of 250 feet or greater without external light or assistance.
===Modifiers of Visual Acuity===
Depth Modifier: Adjust the surface light conditions down one category for every 50 feet beneath the water's surface. Thus, a dwarf at 75 feet under Clear conditions sees as if the light conditions are Overcast.
Water Quality: If PCs enter an area with moderate amounts of silt, seaweed, and other detritus that blocks vision (including schools of fish or jellyfish), likewise reduce the visual conditions down by one rank. Freshwater, as opposed to the Inner Sea's saltwater, would affect vision thusly.
===Condition Notes===
Clear day: Bright sunshine, no clouds;
Overcast day: heavy cloud cover, light rain/fog, other blocks;
Stormy day: heavy rain/fog, blizzards, gale winds; stirs up silt and sediment among the shallows (depths 75 feet or less) and can (50%) reduce visibility by another rank therein;
Moonlit Night: clear nighttime, moon and starlight; Moonless Night cloudy nighttime conditions, no moon or star light;
===Detection Notes===
All of the distance marks are the maximum allowable range from which the level of detail noted can be seen.
Motion: PCs can spot motion or "something moving";
Stationary: PCs can spot stationary objects or figures with no real definition;
General Shapes: PCs can see the classification of the object/person sighted-humanoid, fish-like, general shape, etc.;
ID: PCs can clearly identify an object or creature by race or species, and most actions can be noted at this range;
Detail: PCs can see all level of actions (include smaller actions, such as pick-pocketing), identify physical features and characteristics (and thus specific people and creatures), and emotions (seeing faces for example).
 Table 2: Gloom Vision Table
Surface Light(Gloom)	Motion 	Stationary	GeneralShapes	ID 	Detail
Clear day 	25 feet	20 feet 	15 feet 	10 feet	10 feet
Overcast day 	15 	10 	5 	10 	5
Stormy day 	10 	10 	10 	5 	1 foot
Moonlit night 	5 	5 	5 	1 foot 	—
Moonlessnight 	10 	1 foot 	1 foot 	— 	—
==Visual Acuity of Serôsian Races==
Many of the undersea races have light-sensitive eyes, but very few are commonly known to surface folk for one simple reason: light-sensitive races rise to the surface only at night and are easily overlooked unless they choose to attack. Of the undersea races of Seròs, only the sea elves, ixitxachitls, and merfolk can easily bear bright sunlight. Tritons, shalarin, koalinth, and merrow can approach the surface without penalties from dusk to dawn, but otherwise the sky is blinding. The remaining races-morkoth, sahuagin, and scrags-all approach the surf at night, and even the light of a full moon is a bit uncomfortable for their eyes to bear. For races in uncomfortably high levels of light, apply a -2 penalty to attack rolls and to saving throws.
==Additional Light==
Any light sources equivalent to normal sunlight will allow vision equal to a Clear day at a surface depth, but only within the radius of the light source (a continual light spell has a sixty-foot radius). Other sources, from lucent (light-giving) coral to other spells, raise the lighting condition to no better than Overcast within the radius of the light.