True Seeing (Spell)

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Level: Sorcerer/Wizard 6
School: Universal
Domain: knowledge 5
Subdomain: revelation 5
Bloodline: arcane 6
Elemental School: void 6


Casting Time: Standard Action
Components: V, S, M (an eye ointment that costs 1,010 gp.)


Range: Self
Target or Area: You
Duration: Until the end of your next full night's rest
Saving Throw: Harmless (Fortitude negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes


You confer on yourself the ability to see things as they actually are. While under the effects of this spell, you can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under Blur (Spell), Displacement (Spell), or any other concealment or miss chance effect. In addition, you can make a passive perception check against invisible creatures or objects at any range (instead of only within 30 feet). Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of True Seeing conferred is 120 feet.
True Seeing can not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate partial concealment or total concealment, including that caused by fog and the like, it only negates your miss chance against those targets which have concealment (i.e. the creature still has concealment, you can just ignore it). True Seeing does not help the viewer see through mundane disguises, polymorphed, transmuted, or shape-changed creatures, nor does it allow the caster to spot creatures who are simply hiding (i.e. true seeing can be defeated with a sufficiently high Stealth check), or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use True Seeing through a magic item like a Crystal Ball.
This spell lays a dual charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell instead lays a dual charge on you, the caster. Targets which already have a dual charge, a divine charge, or an arcane charge, may choose only one of these effects to keep. Dual charges are treated as both an arcane and a divine charge, and a creature may only ever have a single arcane charge and divine charge present on them at a time.