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WizardLv. 2

Magic Ear

This spell amplifies all sound within the area of effect, so any normal sound can be heard clearly through as much as 1,000 feet of air, 10 feet of wood, or 1 foot of stone. The small circle from which sound is amplified can be moved within range as long as the spell lasts. Very loud sounds (the roar of a lion or dragon) and sounds that are already magically amplified (the roar of an androsphinx or dragonne, a shout spell, etc.) overload and cancel the spell, leaving the recipient stunned for 1d4 rounds unless he makes a successful saving throw vs. petrification. Like the 3rd-level clairvoyance and similar spells, an invisible magical sensor is created at the spell's center.

A silence cast directly against the magic ear spell negates it. An amulet of proof against detection and location or other magical protection against detection might defeat the spell, at the DM's option.

The material component is a feather from a giant owl's head.

Notes: Very rare spell. (Updated from Polyhedron Newszine).

Sources: Wizard's Spell Compendium

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