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WizardLv. 7

Watchful Eye

The spellcaster enchants a number of identical, easily portable objects so that the caster(s) can scry through them. The objects together undergo an elaborate “curing” process that somewhat resembles the metapsionic method of empowering an item. This takes the spellcaster at least one hour per day for one month. If the spellcaster skips a day, the process must start again from scratch.

Each spell enchants up to 100 identical items. The spellcaster must touch each item during casting. A spellcaster who wished to enchant more than 100 items at a time can cast watchful eye consecutively, so long as the curing process continues daily.

Any number of spellcasters may attend. When the caster finishes with the final item, the spell activates for all items at once. The items appear unchanged but now detect as magical for the duration of the spell.

Thereafter, those who attended all the castings can select and tune in on any item enchanted with this spell up to 100 miles away, as described above. This takes 1d6 rounds. (Note: the clairsentience effect works normally, independent of circumstances: for instance, it works even if the item is concealed. The DM may assign negative modifiers for extreme range, presence of interfering magic, and so on.) The watchful eye carriers only become aware of this magical sensing if they would ordinarily detect magic used in their presence. Detect scrying identifies the item, but nothing can trace the clairsentience back to its source. This spell requires a conventional magical scrying device as a focus, such as a crystal ball, which is not expended in the process. Alliance leaders find the watchful eye enchantment expensive and time-consuming, but effective. They guard its secret closely, and most other spellcasters have never heard of it. Some monarchs know of the spell, but not the procedure. They would pay a fortune for it.

Notes: Rare for Alliance spellcasters in the Dark Sun setting; otherwise virtually unknown.

Sources: Wizard's Spell Compendium

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