Casting Time 1 round
Components V, S
Range close (25 ft. +5 ft./2 levels)
Effect one spectral eye
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
A ghostly eye formed from your life force materializes and moves as you desire, allowing you to observe your surroundings from a different point of view.
On casting the spell you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the eye is destroyed. (The hit points can be healed as normal.)
For as long as the spell lasts, you can see through the spectral eye as if you were standing at its location. You can make Perception checks at -4 to see something in line of sight of the eye, but not in line of sight to you, and gain a +4 bonus to Perception checks made within line of sight of both you and the eye. The eye has any natural vision enhancements you have (such as low-light vision for elves), but gains no benefit from enhanced vision from spells or items. Each round as a swift action you can choose a location within range for the eye to see from. If the eye goes beyond the spell’s range or goes out of your sight, it returns to you and hovers.
The eye is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 20 (+8 size, +2 natural armor). Your Intelligence or Charisma modifier (whichever is better) applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
Adventurer’s Handbook: Genius Guide Volume 1. Copyright 2010, Super Genius Games. Authors: Owen K.C. Stephens and Stan!