Arcane Eye
School: Divination Level: Sor/Wis 4
Components:   V, S, M   Casting Time:   10 minutes  
Range:   Unlimited   Target:     
Effect:   Magical sensor   Area:     
Duration:   1 minute/level   Saving Throw:   None  
Spell Resistance:   No   XP Cost:     
Focus:      Material Components:   A bit of bat fur.  

The character creates an invisible magical sensor that sends the character visual information. The arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. The arcane eye sees exactly as the character would see if the character were there. The arcane eye can travel in any direction as long as the spell lasts. Solid barriers prevent the passage of an arcane eye, although it can pass through a space no smaller than a small mouse hole (1 inch in diameter).

The character must concentrate to use the eye. If the character does not concentrate, the eye is inert until the character again concentrates. The powers of the eye cannot be enhanced by other spells or items (though the character can use magic to improve the character's own eyesight). The character is subject to any gaze attack met by the eye. A successful dispel magic cast on the character or the eye ends the spell. With respect to blindness, magical darkness, and other phenomena that affect vision, the arcane eye is considered an independent sensory organ of the character's. (For example, it is not blinded if the character's normal eyes are blinded.)

Any creature with Intelligence 12 or higher can notice the arcane eye by making a Scry check or an Intelligence check (DC 20). Spells such as detect scrying can also detect the eye.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002