Level: 1
Range: Special
Components: V,S,M
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effects: Special
By means of
this spell, a magic-user
can temporarily
see through the eyes of
any living
arachnid (material component
of the
spell), which the caster
must touch.
Small, harmless living spiders
are usually
employed, the caster using
them as
spies to see things where
the caster
dare not go.
More rarely, this spell is
cast on a <this should be read as "any spider
listed in the index to the MM2, ea.>
giant spider (successful
hit roll required
if the spider is hostile
and not surprised)
to see through its eyes
while
battling it, so that its
opponents can
take advantage of striking
from where
it cannot see.
This spell does not give
the caster any
control over the arachnid
nor even
direct mental contact with
it, merely a
mystical linkage with its
eyes.
Most spiders have eight
eyes—simple
eyes whose vision is readily
understandable
to most intelligent races,
not
compound eyes. The sight
afforded by
the spell has the effectiveness
(range
and possible ultra-
or infravision) of the
spider, and unlimited range
as long as
the spell duration lasts—limited,
of
course, by how far the spider
travels.
(The caster cannot continue
to see
through the spider’s eyes
if either
arachnid or caster move
to another
plane of existence, including
the astral
or ethereal.)
Usually this spell is used
to try to spy
out a cavern, hall, or other
guarded
area before the caster or
companions
enter or attack it—but often,
frustratingly,
the chosen spider refuses
to cooperate
and look where the caster
wants it to, unless controlled
or influenced
by additional spells. Certain
magical
barriers sever the link
between
spellcaster and spider.
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