Divination · Remote Scouting

Arcane Eye

Arcane Eye creates a mobile magical viewpoint that can scout corridors, chambers, fortifications and dangerous ground while its caster remains elsewhere. It sees; it does not hear, touch, open, carry or fight.

Remote sight Invisible sensor Mobile scouting One-inch openings Blocked by solid barriers
An unseen magical scout enters a fortified chamber through an opening too small for any ordinary observer.
At the Table

What Arcane Eye Actually Does

Information
Visual information only.
Movement
The sensor travels independently after creation.
Small gaps
A one-inch opening is sufficient.
Hard stop
A solid barrier blocks passage.
The practical answer: Arcane Eye is excellent for learning what lies beyond an accessible route, but it is not unrestricted X-ray vision. A fitted door, intact wall or other solid obstruction can halt the sensor completely.
Rules Reference

Arcane Eye Mechanics

Use the tab for the rules system in play. Movement, concentration, sensor detection and inherited sight are deliberately kept separate because the procedures are not interchangeable.

Arcane Eye — 5.5e / 2024

Level 4th-level Divination
Class Wizard
Casting Time Action
Range 30 feet
Components V, S, M
Material A bit of bat fur
Duration Concentration, up to 1 hour
Sensor Invisible and invulnerable eye
Sight Sees in every direction; Darkvision 30 feet
Movement Bonus Action; up to 30 feet

You create an Invisible, invulnerable eye at a point within the spell’s 30-foot casting range. You receive its visual information mentally. It can see in every direction and possesses Darkvision to 30 feet.

As a Bonus Action, you move the eye up to 30 feet in any direction. Solid barriers stop it, but an opening at least 1 inch across is sufficient for passage.

The 30-foot Range is the creation range, not a 30-foot leash

The spell contains no instruction requiring the eye to remain within 30 feet after creation. Under the normal rules for an ongoing movable spell effect, its listed Range does not by itself impose a continuing tether. The eye can therefore continue moving away while the spell lasts.

Do not restore the old planar sentence

The current spell no longer contains the older sentence expressly forbidding the eye from entering another plane. That omission should remain an omission. Whether a particular portal, Gate or other planar effect can transport the sensor depends on that effect’s wording and the GM’s adjudication.

The eye has its own specified sight package

The spell gives the eye all-direction vision and 30-foot Darkvision. It does not state that the sensor simply inherits every visual enhancement possessed by the caster.

See Invisibility and Truesight

See Invisibility and the Truesight rules expressly describe seeing creatures and objects affected by invisibility. Arcane Eye is described as an eye and a magical effect rather than being given a creature or object stat block. The rules therefore do not expressly state that either automatically reveals it. A GM may rule that supernatural sight can perceive the sensor, but that is an adjudication rather than text supplied by Arcane Eye itself.

Detect Magic

Detect Magic can sense the presence of magical effects within its range. Its visible aura procedure applies to a visible creature or object bearing magic. It can therefore alert a caster that magic is present without automatically drawing a visible outline around the unseen Arcane Eye.

Dispel Magic

Arcane Eye is an ongoing 4th-level spell and can be chosen as the magical effect targeted by Dispel Magic. A 3rd-level Dispel Magic requires a spellcasting-ability check against DC 14. A Dispel Magic cast with a 4th-level or higher slot ends it automatically.

Invulnerable does not mean immune to dispelling. The eye cannot simply be destroyed by dealing damage to it, but magic that ends an ongoing spell can still end Arcane Eye.

Antimagic Field

Inside Antimagic Field, an ongoing Arcane Eye is suppressed. It does not function while suppressed, but time spent suppressed still counts against the spell’s duration.

Concentration and actions

The caster maintains ordinary Concentration for up to 1 hour. Moving the eye costs a Bonus Action, leaving the caster’s Action available. Casting another spell that itself requires Concentration ends Arcane Eye in the normal way.

Remote sight is not remote spell origin

Seeing a creature through the eye does not move the caster’s position. A spell that requires a target within range of the caster, a valid route from the caster, a touch, or some other origin requirement must still satisfy that requirement. Arcane Eye does not become a remote spellcasting turret.

Arcane Eye — Pathfinder 1e

School Divination (scrying)
Level Sorcerer / Wizard 4
Casting Time 10 minutes
Components V, S, M
Material A bit of bat fur
Range Unlimited
Effect Magical sensor
Duration 1 minute/level (D)
Saving Throw None
Spell Resistance No

The spell creates an invisible magical sensor at a point the caster can see. After creation it can travel outside the caster’s line of sight.

The eye moves 30 feet per round when observing an area ahead in the ordinary manner. If it carefully examines ceilings and walls as well as the floor, it moves 10 feet per round.

It sees exactly as the caster would if physically present at the sensor’s position. Solid barriers stop it, while an opening as small as 1 inch in diameter permits passage. It cannot enter another plane of existence, even through a gate or similar portal.

Concentrating to use the eye

The duration is not a concentration-duration entry. Instead, the specific spell text requires concentration while the caster is actively using the eye. Concentrating on an active spell is a standard action. If the caster stops concentrating, the eye becomes inert rather than immediately disappearing. Concentrating again resumes its use while the original duration remains.

Inherited visual acuity

As a scrying sensor, the eye uses the caster’s sensory acuity, including applicable spells and effects that target the caster but not emanations. The sensor is treated as an independent sensory organ and continues functioning even if the caster personally becomes blinded after the sensor is established.

Noticing the sensor

A creature can notice a scrying sensor with a Perception check against DC 20 + the spell’s level. Arcane Eye is 4th level, so the normal detection DC is 24.

Dispel and blocking

The sensor can be dispelled as an active spell. Lead sheeting or magical protection can block scrying, and the caster senses that the sensor has been blocked.

Detect Scrying

Detect Scrying reveals the location of magical sensors within its area. Its additional opposed caster-level procedure may also reveal information about the originator of the surveillance.

Mind Blank

Mind Blank expressly addresses area-scanning scrying such as Arcane Eye: the spell can continue to scan the area, but a protected creature is simply not detected.

Arcane Eye as a magical trap trigger

The magical-trap construction rules allow Arcane Eye to provide a visual trigger. An Arcane Eye visual trigger has line-of-sight range and a +20 Perception bonus. Visual deception, darkness and other effects capable of defeating the chosen visual method can affect the trigger normally.

Arcane Eye — D&D 3.5e

School Divination (Scrying)
Level Sorcerer / Wizard 4
Casting Time 10 minutes
Components V, S, M
Material A bit of bat fur
Range Unlimited
Effect Magical sensor
Duration 1 minute/level (D)
Saving Throw None
Spell Resistance No

The caster creates an invisible magical sensor at a visible point. It can thereafter travel beyond the caster’s line of sight without hindrance.

The eye travels 30 feet per round while observing ahead in the ordinary fashion, or 10 feet per round while carefully examining the ceiling and walls as well as the floor. It sees exactly as the caster would see from that position.

Solid barriers block movement. A hole or space only 1 inch across is sufficient. The sensor cannot enter another plane, including through a gate or similar magical portal.

Concentration pauses use rather than destroying the sensor

The caster must concentrate to use Arcane Eye. When concentration stops, the sensor becomes inert. The spell specifically allows the caster to begin concentrating again later, provided its duration has not expired.

Inherited visual acuity

General scrying rules give the sensor the same sensory acuity as the caster, including effects that target the caster but not effects that emanate from the caster. The sensor functions as an independent sensory organ.

Noticing the sensor

Do not import the Pathfinder Perception formula. In D&D 3.5e, a creature with Intelligence 12 or higher can notice a scrying sensor with a DC 20 Intelligence check.

Dispel and blocking

The sensor can be dispelled as an active spell. Lead sheeting or magical protection blocks scrying, and the caster senses the obstruction.

Detect Scrying

Detect Scrying identifies magical sensors within its area and can potentially reveal information about the scryer through its opposed caster-level procedure.

Mind Blank

An area-scanning Arcane Eye can remain active in an area containing a creature protected by Mind Blank, but the protected creature is not detected by the divination.

Visual magical traps

Arcane Eye can provide the visual component of a magical trap trigger. The 3.5e trap rules assign an Arcane Eye trigger unlimited line-of-sight range and a +20 Spot bonus.

Exploration Rulings

Doors, Walls, Glass and Tiny Openings

The spell’s most important physical limit is simple: the eye can travel through a sufficiently large opening, but it does not pass through solid matter.

Obstacle Result Reason
Open doorway Passes There is an unobstructed route.
Arrow slit Usually passes Provided the actual opening is at least 1 inch across.
Vent or grille Possibly At least one usable opening must meet the one-inch requirement.
Keyhole Not automatically The real opening must be large enough; the word “keyhole” does not override its physical dimensions.
Gap beneath a door Possibly The gap must actually be large enough.
Closed fitted door Blocked A continuous solid barrier stops movement.
Glass window Blocked The eye may see through transparent glass, but glass remains solid matter.
Intact stone wall Blocked The spell does not grant passage through solid stone.
Broken masonry Possibly A continuous opening of sufficient size creates a route.
Seeing is not passing. A transparent barrier may allow the eye to observe what lies beyond it without allowing the sensor itself to cross the barrier.
Sensor Limits

What the Eye Can—and Cannot—Do

It can

  • Scout spaces reached by a valid route.
  • Look around corners after moving beyond them.
  • Inspect ceilings, galleries, shafts and upper chambers.
  • Observe creatures, objects, doors and visible hazards.
  • Travel through suitably large cracks, holes and openings.
  • Remain far safer than sending a living scout into danger.

It cannot

  • Hear conversations.
  • Speak to creatures.
  • Open doors or containers.
  • Pull levers or manipulate mechanisms.
  • Carry objects.
  • Perform a tactile search.
  • Walk through intact solid matter.
  • Replace the caster as the origin point of unrelated magic.

The distinction matters in play. Arcane Eye may show that a sentry is waiting beyond a door, reveal where the keys are hanging, or expose the route used by the guard patrol. It does not open the door, retrieve the keys or disarm the trap.

Tactics

Best Uses for Arcane Eye

Route reconnaissance

Check junctions, stairs, dead ends and guarded chambers before the group commits to a route.

Patrol timing

Observe how often guards pass, where they stop and which doors they use.

Fortification scouting

Arrow slits, drainage gaps, damaged stonework and ventilation openings may provide routes into heavily defended structures.

Vertical exploration

Inspect rafters, towers, galleries, shafts, ceilings and high passages without exposing a climber.

Counter-ambush

Look beyond an accessible corner or opening before the party moves through a dangerous choke point.

Siege intelligence

Identify guard concentrations, artillery positions, reserve troops, command rooms and internal routes.

Good dungeon design does not need to “ban” Arcane Eye. Closed barriers, misleading architecture, darkness, protected chambers, moving inhabitants, counter-divination and simple uncertainty all give the spell meaningful limits while still rewarding the caster for spending powerful magic on reconnaissance.
Game Master Guidance

Running Remote Scouting Without Stalling the Session

Arcane Eye can cover a great deal of ground. The fastest way to run it is to describe meaningful information rather than narrating every five feet of empty corridor.

  1. Ask for the scout’s route. The caster should say what passage, doorway, gap or feature the eye follows.
  2. Summarise empty ground. Compress uneventful corridors into a sentence.
  3. Stop at decisions. Pause when the eye reaches a branch, barrier, creature, hazard or significant room.
  4. Track moving inhabitants. A fortress is not frozen while the sensor explores it.
  5. Describe what sight can reveal. Do not accidentally give the caster sound, tactile information or hidden knowledge the eye cannot obtain.
  6. Remember the party remains elsewhere. Information is valuable, but acting on it still requires time, travel and risk.
Historical and Mythic Context

From Scrying Glass to Wandering Eye

Fantasy remote-viewing magic draws on a much older family of ideas surrounding reflective surfaces, crystals, mirrors and other objects used for divination. Historical practices varied enormously and should not be treated as one continuous magical system, but the recurring image is clear: the seer looks into a prepared object in the hope of perceiving something hidden or distant.

The Wellcome Collection preserves a crystal associated with the Renaissance scholar John Dee and records its use in attempts at clairvoyance and scrying. The British Museum likewise preserves the famous obsidian object known as Dee’s magical mirror or speculum. These objects belong to real histories of divination and collecting; they do not demonstrate that supernatural remote sight actually occurred.

Arcane Eye transforms that familiar motif in an especially gameable way. Instead of bringing the distant scene into a mirror or crystal, the magical viewpoint itself leaves the caster and travels through the world.

Purple magical eye on a dark background.
Arcane Eye illustration by PapaSmurfMods / Pixabay.

Arcane surveillance in the world

A mobile magical viewpoint is useful far beyond the dungeon. Court diviners can watch restricted corridors. Siege engineers can survey gatehouses and artillery positions. Guild spies can study warehouses and counting houses. Learned natural philosophers may treat the sensor as a remarkable extension of sight: an artificial organ projected beyond the body.

Its limitations also shape defensive architecture. Important archives, treasury rooms, council chambers and prison cells benefit from close-fitting doors, intact walls, protected ventilation routes and active counter-divination. Where Arcane Eye is known, privacy becomes partly an architectural problem.

Common Questions

Arcane Eye FAQ

Can Arcane Eye go through walls?

No. A solid barrier blocks the eye. It needs an actual opening through which it can travel.

Can Arcane Eye pass beneath a door?

Only when the physical gap is large enough. The spell permits passage through an opening as small as 1 inch; it does not treat every door gap as automatically sufficient.

Can Arcane Eye pass through glass?

No. Transparent glass may allow sight through it, but glass remains a solid barrier and blocks movement.

Can Arcane Eye hear?

No. Arcane Eye provides visual information. It does not grant hearing unless some separate rule explicitly adds that capability.

Can Arcane Eye open a door or trigger a pressure plate?

Not normally. The sensor is a means of observation, not a physical servant. It does not manipulate objects, exert ordinary force or possess a body that walks across the floor.

Does seeing a target through Arcane Eye let me cast any spell on it?

No. Arcane Eye may solve a visibility problem, but it does not erase another spell’s range, origin, path, touch or targeting requirements. Resolve the second spell from the caster’s actual position.

Is Arcane Eye useful if enemies know it exists?

Yes. Countermeasures force both sides to think. Defenders can seal sensitive areas, use counter-divination or create misleading routes, while a caster can search for overlooked vents, cracks, arrow slits and other observation paths.

Sources

Sources and Licensing

Licensing notice

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC. SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License .

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