Spidereyes (Alteration)

http://images.huffingtonpost.com/2010-12-22-SpiderEyes.jpg

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.
 
 
Lathintel's Libram - - - Books of the Forgotten Realms



 
 


Ecology Fund

Reduce - Reuse - Recycle