Greater Wizard Eye
Greater Wizard Eye
Magic Resistance: No
Prerequisites: Eldritch Rank 8, Wizard Eye as a Mastered Spell
Disciplines: Divination
Potency: [1d12 + Eldritch Rank]
Cast Action [CT 6, REC 3]
Components: V, S
Cost: 4 Stamina and 3 Stamina Burn
Duration: 1 phase or until dismissed, dispelled, or disrupted.
Effect: You create a floating, invisible, magical eye through which you can see and cast spells. This allows you to establish Line of Effect and Line of Perception from your eye, instead of from your physical body. You do not need to maintain Line of Effect to your eye to gain this benefit.
When you initially cast the spell, the eye appears in your space. You lose the ability to see through your own eyes while the spell is active and are effectively Blind. You may take actions to move the eye using its Fly Speed (Hover) of [10ft per Eldritch Rank, Rec 3]. The eye is roughly an inch in diameter, allowing it to travel through small cracks and openings. The magical eye has the same vision as you do naturally (i.e. low-light, darkvision, etc) and is subject to vision you gain through magical effects.
The eye is immune to damage, but it can be dispelled, trapped, or captured by another creature. It cannot exert any force. The eye must stay within 4 miles of you at all times or the spell automatically ends.
Master Augment, Ocular Scout
[Eldritch Rank 9]
Stacking [Rank 9, 10, etc.]: This augment may be applied multiple times and is only limited by your Eldritch Rank.
Effect: Increase the distance away from you the eye can travel by 1 mile.
Master Augment, Ghost Vision
[Eldritch Rank 10]
Effect: The eye can now see both the material and ethereal planes simultaneously. Additionally, as a standard action [Rec 5] the eye can shift into the ethereal plane or back to the material plane. You may only cast spells through the eye when you and it are on the same plane.