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Arcane eye, also known as wizard eye,[6] was an arcane divination spell that allowed its caster to spy on things from a distance.[9][5]

Effects

The spell would create an invisible floating "eye",[9][6][5] about one inch (two and a half centimeters) in diameter,[6] which would provide the caster with visual information.[9][6][5] The eye could see up to ten feet (three meters) with infravision[6] and with a normal visual range after that[6][5] and could move between 30 feet (ten meters)[6] to 300 feet (100 meters) per minute.[5] It moved more slowly if the caster was looking more than only straight ahead.[5] The eye could be created anywhere within sight but could move to any distance from the caster.[5]

Solid barriers blocked the eye, but it could fit through holes that were not smaller than its diameter.[9][5] It could not pass through portals or other means of entering other planes.[5]

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.[6][5] 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.[6]

Components

The spell took a full ten minutes to cast and required verbal, somatic, and material components.[5] The material component was a bit of bat fur.[9][6][5]

History

This spell was the first of many developed by Netherese arcanist Trebbe in −2280 DR. It was then called Trebbe's eye.[1][10]

Reference

  1. 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.
  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.
  3. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 59. ISBN 978-0-7869-6560-1.
  4. 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.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 Template:Cite book/Player's Handbook 3.5 edition
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 164. ISBN 0-88038-716-5.
  7. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  8. 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.
  9. 9.0 9.1 9.2 9.3 9.4 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 214. ISBN 978-0-7869-6560-1.
  10. 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.
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