The character creates ten or more semitangible, visible
magical orbs (called "eyes") that move out, scout
around, and return as the character directs them when casting the
spell. When an eye returns, it relays what it has seen to the
character and then disappears. Each eye is about the size of a
small apple and can see 120 feet (normal vision only) in all
The spell conjures 1d4 eyes plus one eye per caster level.
While the individual eyes are quite fragile, theyre small
and difficult to spot. Each eye is a Fine construct that has 1
hit point, has AC 18 (+8 bonus for its size), flies at a speed of
30 feet with perfect maneuverability, and a +16 skill modifier on
Hide checks. The eyes are subject to illusions, darkness, fog,
and any other factors that would affect the character's ability
to receive visual information about the character's surroundings.
An eye traveling through darkness must find its way by touch.
When the character creates the eyes, the character specifies
instructions the character wants the eyes to follow in a command
of up to twenty-five words. Any knowledge the character possesses
is known by the eyes as well.
In order to report their findings, the eyes must return to the
character's hand. Each replays in the character's mind everything
it has seen during its existence. It takes an eye only 1 round to
replay 1 hour of recorded images.
If an eye ever gets more than one mile distant from the
character, it instantly ceases to exist. However, the character's
link with the eye is such that the character wont know if
the eye was destroyed because it wandered out of range or because
of some other event.
The eyes exist for up to 1 hour per caster level or until they
return to the character. After relaying its findings, an eye
disappears. Dispel magic can destroy eyes. Roll separately for
each eye caught in an area dispel. Of course, if the eye is sent
into darkness, then its very possible that it could hit a
wall or similar obstacle and destroy itself.