Thursday, May 29, 2014
Wizard's Eye (Divination, Cost, Permanent, Requires one other Divination spell): A common casting on worlds that still have a natural environment, Wizard's Eye reshapes the matter of a living creature, creating an ocular organ 2" in diameter. This spell may be cast on any plant, fungus, or animal with sufficient mass to support an eye of that size. To cast the spell, the caster rolls WIS + 2 vs. the target's CON.
As long as the caster remains within 10 km of the ocular organ, the caster receives a continuous visual feed from the Wizard's Eye. If cast on a sessile organism, Wizard's Eye caster receives a feed from a particular location. At the caster's will, the eye can move within its socket to observe the local environment from different perspectives. If cast on a mobile organism, the caster receives a roving view of any areas through which the host organism passes.
This spell can be cast multiple times, allowing a multi-perspective view of a single location, or a series of feeds from different locations. Of course this can become very confusing and distracting for the caster, leading to all manner of interesting Compels. The feed from even one Wizard's Eye is also enough to prevent the caster from sleeping.
Variants of this spell exist that create ocular organs in non-living matter such as plastic, steel, or concrete. The Nexialists claim to have generated a massive Wizard's Eye in the photosphere of a star. Their assertion has provoked considerable paranoia, as well as a great deal of skepticism, since the costs of such as casting would be daunting to say the least.