Arcane eye, also known as wizard eye,[7] was an arcane divination spell that allowed its caster to spy on things from a distance.[12][6]
Effects[]
The spell would create an invisible floating "eye",[12][7][6] about one inch (two and a half centimeters) in diameter,[7] which would provide the caster with visual information.[12][7][6] The eye could see up to ten feet (three meters) with infravision[7] and with a normal visual range after that[7][6] and could move between 30 feet (9.1 meters)[7] to 300 feet (91 meters) per minute.[6] It moved more slowly if the caster was looking more than only straight ahead.[6] The eye could be created anywhere within sight but could move to any distance from the caster.[6]
Solid barriers blocked the eye, but it could fit through holes that were not smaller than its diameter.[12][6] It could not pass through portals or other means of entering other planes.[6]
Although the eye could not be used unless the caster was actively concentrating, a break in concentration merely disabled the eye and did not end the spell, and concentration could be resumed later.[7][6] The spell was effective even if the caster was blind or in an area of magical darkness, as long as the eye itself was not.[7]
Components[]
The spell took a full ten minutes to cast and required verbal, somatic, and material components.[6] The material component was a bit of bat fur.[12][7][6]
History[]
This spell was the first of many developed by Netherese arcanist Trebbe in −2280 DR. It was then called Trebbe's eye.[1][13]
Appendix[]
Appearances[]
- Video Games
- Baldur's Gate series • Icewind Dale series
Gallery[]
Reference[]
- ↑ 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 214. ISBN 978-0-7869-6560-1.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 59. ISBN 978-0-7869-6560-1.
- ↑ Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 125. ISBN 978-0-7869-6580-9.
- ↑ Jeremy Crawford, James Wyatt, Keith Baker (November 2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 56. ISBN 978-0-7869-6692-9.
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 200. ISBN 0-7869-2886-7.
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 164. ISBN 0-88038-716-5.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–123. ISBN 0-7869-0437-2.
- ↑ Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 79. ISBN 0-9356-9601-6.
- ↑ Joseph Clay (January 1989). “Hey, Wanna Be a Kobold?”. In Roger E. Moore ed. Dragon #141 (TSR, Inc.), p. 43.
- ↑ 12.0 12.1 12.2 12.3 12.4 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 214. ISBN 978-0-7869-6560-1.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 26. ISBN 0-7869-0437-2.