Arcane Sight (Spell)

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Level: Sorcerer/Wizard 3
School: Enchantment
Elemental School: void 3


Casting Time: Standard Action
Components: V, M (A tattered bit of web, mounted on velvet, worth 1 gp.)


Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes


You do not move a muscle as you call out the ringing tones of this fell dweomer. This spell makes your eyes glow blue and allows you to see magical auras within spell range (see above). The effect is similar to that of Detect Magic (Spell), but Arcane Sight does not require concentration and discerns aura location and power more quickly.
You know the direction and power of all magical auras within your sight as a swift action.
More intense scrutiny allows you to make out more details. Examining areas or objects for several rounds reveals:
  • 1st Round: Number of different magical auras and the general direction of the most potent aura.
  • 2nd Round: The location of each aura within the target area. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Arcana) skill checks to determine more information about the spell or spell effect involved in each aura. (Make one check per aura: DC 10 + 4x spell level, or 10 + 2x caster level for a non-spell effect.) If the aura emanates from a magic item, you can attempt to identify its properties with a Bailiwick skill check (Divinity, Naturalism, Reason, Spellcraft, Spycraft, or Warfare).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Outsiders and elementals are not magical in themselves, but if you use Arcane Sight while they are being summoned, the aura of the conjuration spell registers.
Each round, you can aim Arcane Sight at a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Special: If you wish, you may violently expend the magic of your Arcane Sight as a standard action. This may be included in the action of casting the spell if you are in a hurry. The blueish energy of the spell lances from your eyes as a ravening blue beam of power. This is a ray attack, against a foe within range to which you have line of sight and line of effect. This ray inflicts (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of stellar (energy, rare) damage.
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.