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Scrying Eye

This spell can be cast equally by the arcane, nature and divine sparks.

Effect

Expending 10 mana points enables the character to concentrate upon some locale and hear or see (the character's choice) almost as if the character were there. Distance is not a factor, but the locale must be known—a place familiar to the character or an obvious one (such as behind a door, around a corner, or in a grove of trees). The spell does not allow magically enhanced senses to work through it. If the chosen locale is magically dark, the character sees nothing. If it is naturally pitch black, the character can see in a 10-foot radius around the center of the spell’s effect. Lead sheeting or magical protection (such as antimagic field, mind blank, or nondetection) blocks the spell, and the character senses that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a scrying spell, that can be dispelled. The spell functions only on the plane of existence the character is currently occupying.
Expending 15 mana points allows the caster to create an invisible magical sensor that sends the character visual information. Creating the eye takes 10 minutes.. 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 caster. (For example, it is not blinded if the caster'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.
Expending 22 mana points enhances the eye sensor from the previous point value. Casting takes 1 hour and the range is expanded to any distance. can see and hear a creature, who may be at any distance. The character must succeed at a Scry check to do so. The difficulty of the task depends on how well the character knows the subject and what sort of physical connection (if any) the character has to that creature. Furthermore, if the subject is on another plane, the character gets a –5 penalty on the Scry check.
Knowledge DC
None* 20
Secondhand (the character has heard of the subject) 15
Firsthand (the character has met the subject) 10
Familiar (the character know the subject well) 5
*The character must have some sort of connection to a creature the character has no knowledge of.
Connection Scry Check Bonus
Likeness or picture +5
Possession or garment +8
Body part, lock of hair, nail clippings, etc. +10
This spell creates a magical sensor located near the subject. Any creature with Intelligence 12 or higher can notice the sensor by making a Scry check (or an Intelligence check) against DC 20. The following spells can be cast through a scrying spell: comprehend languages, read magic, tongues, and darkvision. The following spells have a 5% chance per mana rank of operating correctly: detect magic, detect chaos, detect evil, detect good, detect law, and message. Arcane Focus: A mirror worth at least 1,000 gp. The mirror must be at least 2 feet by 4 feet. Divine Focus: A holy water font costing not less than 100 gp. Nature Focus: A natural pool of water.
Expending 30 mana points enhances the previous scrying by allowing the following spells to be cast reliably through the sensor: comprehend languages, darkvision, detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.
Expending 46 mana points takes 10 minutes to cast and is among the most powerful means of locating creatures or objects. Nothing short of the direct intervention of a deity keeps the character from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and plane where the subject lies. To find a creature with the spell, the character must have seen the creature or have some item that once belonged to it. To find an object, the character must have touched the object at least once.
Gestures & Ritual
V, S, F/ DF
Related Discipline
Arcane, Divine, Nature
Related School
Divination
Effect Duration
1 Minute / mana rank
Effect Casting Time
1 Action
Range
Unlimited
Level
10, 15, 22, 30, 46 mana

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