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WizardLv. 6

Prismatic Eye

This magic creates a visible orb resembling an eye, much like a wizard eye, that floats above one shoulder of the caster. The caster can cause the eye to move at 120 feet per round and can see through it if he desires. The eye can be sent up to 10 yards away per experience level of the caster. The eye has 20-foot infravision and normal vision up to 60 feet in good light.

In the round in which it appears (the round after casting) and every fourth round thereafter, the prismatic eye can emit a straight, pencil-thin beam of clashing colors equal in effect to the 1st-level wizard spell color spray. The beam affects only one creature, and the caster must make a successful attack roll to strike a target. If the beam misses or if the caster chooses not to have the eye emit a ray, the color spray power is lost for another four rounds.

The beam will strike a creature of up to 6 Hit Dice or levels unconscious for 2d4 rounds. A creature with less than 6 Hit Dice is automatically affected, a creature with 6 or more Hit Dice receives a saving throw vs. spell to avoid the effect. A creature of 7 or 8 Hit Dice or levels must successfully save vs. spell or be blinded for 1d4 rounds. A creature with more than 8 Hit Dice must similarly save vs. spell or be stunned (reeling and unable to think or act coherently) for one round.

Instead of a color spray, the caster can will the eye to emit light (as the 1st-level wizard spell), centered on the eye itself and lasting four rounds. The intensity is controlled by the caster but cannot be made so bright as to blind.

If attacked, the eye is AC 3 and has 9 hit points. If it is destroyed, the spell ends.

The material components of this spell are an eyeball (dried or preserved) from any sort of creature, and a polished, rainbow- hued slice of abalone, oyster, or tortoise shell.

Notes: Rare spell from the Forgotten Realms setting. Known to be in The Arcanabula of Jume.

Sources: Dragon Magazine · Pages From the Mages · Wizard's Spell Compendium

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