Wizard Eye
Wizard Eye
Magic Resistance: No
Prerequisites: Eldritch Rank 5
Disciplines: Divination
Potency: [1d8 + Eldritch Rank]
Cast Action [CT 4, REC 1]
Components: V, S
Cost: 3 Stamina
Duration: Concentration, up to 1 phase.
Effect: You create a floating, invisible, magical eye and see through it for the duration of this 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 cause it to fly at a speed equal to your sprint speed [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) although it is not 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. You cannot make attacks or cast spells through the eye and it cannot exert any force. The eye must stay within 1 mile of you at all times or the spell automatically ends.
Master Augment, Wandering Eye
[Eldritch Rank 6]
Stacking [Rank 6, 7, 8, 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, Eldritch Monitor
[Eldritch Rank 7]
Cost: 3 Stamina Burn
Effect: The duration of this power now extends until your next extended rest. There is no upkeep cost to maintain the effect. You may now see through the Wizard Eye or your eyes, switching between the two as a Free Action. In addition to concentrating on the eye to cause it to move, you may give it the simple commands to "Stay" or "Follow" which it will complete without the need for additional concentration. You must still concentrate on the eye to carefully examine an area.