This artificial eye replaces a real one that was lost or removed. While the arcane eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
This item has 9 charges. While attuned to it, you can use an action to expend charges to use the abilities listed below:
- Truesight (Uses 3 charges)
With truesight can, in 30ft, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a Shapechange or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane within the same range. - Blindsight (Uses 2 charges)
With blindsight you can perceive your surroundings without relying on sight, within a 60ft. - Detect Magic (Uses 1 charge)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. In addition you get a vague idea of the potency of magical effects (Level 1-3: Potent, Level 4-6: Dangerous, Level 7-9: Deadly).
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. -
Advantage on Investigation and Perception (Uses 1 charge)
You have a advantage on Investigation (Intelligence) and Perception (Wisdom) checks that use sight.
The stress of using the Arcane Eye requires immense focus and takes a toll on the user. When using one of the abilities of the Arcane Eye listed above, the player must take a DC15 constitution saving throw. On a failed save, the player must roll (1d6) on the repercussions table below:
- Take 1d10 psychic damage.
- You suffer a point of Exhaustion
- Reduce your vision to 30ft, even in daylight. (1d4 hours)
- Dizziness, Disadvantages on Acrobatics checks and can't walk straight. (1d4 hours)
- Colorblindness, you have a disadvantage on Investigation (Intelligence) and Perception (Wisdom) checks that require sight. (1d4 hours)
- Casts Faerie Fire centered on your Self.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
You must close your remaining eye and focus on using the Arcane Eye. If used in battle, the stress of battle increases the speed at which the Arcane Eye is utilized, causing 1 round to effectively count as a whole minute of use. Using up all the charges of the Arcane Eye in a given day ads a level of exhaustion. When used outside of battle, any use of the Arcane Eye counts as, at minimum, 1 minute of use, even if used less than that time.
This item regains 1d8 + 1 expended charges daily at dawn.
Notes: Must be a Spellcaster., Social, Detection, Utility
Previous Versions
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5/7/2024 5:27:21 AM
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17
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1
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Coming Soon
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5/7/2024 5:39:15 AM
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14
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1.1
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Coming Soon
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5/7/2024 6:03:01 AM
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14
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0
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1.2
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Coming Soon
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