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Arcane Eye

Divination
Level: 4th-level
Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 hour
Components: V, S, M
Materials: A bit of bat fur.

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Concentration

Spell Details

School: Divination
Level: 4
Ritual: No
Concentration: Yes
Classes: Cleric, Wizard
A-Tier Arcane Eye is an exceptional utility spell that provides unmatched reconnaissance and information gathering with minimal resource investment for its level.

Player Guide

Use Arcane Eye for pre-combat scouting to map enemy positions, traps, and terrain before engaging—this single action can prevent devastating ambushes. Position the eye to maintain line of sight through doorways, windows, or cracks to spy on enemies without exposing yourself, giving your party tactical advantage in planning. The 10-minute duration and 30-foot movement per action make it ideal for exploring dungeons room-by-room safely; send it ahead while the party rests, then plan your approach accordingly.

DM Tips

Clarify whether the eye can see through small gaps, magic darkness, or magical wards—Arcane Eye's text suggests normal vision rules apply, so heavily obscured areas block it. Remember the eye is invisible and fragile (typically destroyed by area damage); clever parties may ask about moving it behind enemies, which is tactically sound but should resolve naturally through positioning.