True Seeing (Sorcerer/Wizard 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

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, M (an eye ointment that costs 1,010 gp.)

Effect

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

Description

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.



Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30