Legacy Witch Magic · Perception Between Planes

Astral Sense

A woman's heightened supernatural eyes representing sight into the Astral and Ethereal planes
The eye-mark opens perception beyond the visible world, but it gives no power to cross the boundary.

Astral Sense reveals invisible, Astral and Ethereal creatures or objects within the subject’s ordinary line of sight. The spell grants sight, not travel, reach, protection or the power to attack across planes. Worse, perceiving a creature can also expose the viewer to its supernatural gaze.

Astral Sense at a Glance

5.5e / 2024No spell by this exact name in SRD 5.2.1
5e / 2014No core spell of this exact name; see individual spells for truesight or invisibility
Pathfinder 1eNot part of the default Pathfinder Witch list; no direct conversion presented
D&D 3.x legacyWitch 3; sees invisible and nearby Astral/Ethereal presences; 1 round/level

Spell Rules by Edition

Astral Sense — D&D 2024

Published spell status: no same-named spell in SRD 5.2.1. A creature with the modern Truesight sense or an appropriate spell may detect unusual forms, but those abilities have their own range and limitations. Do not grant a 2024 character this legacy Witch spell automatically.

Astral Sense — D&D 2014

Published spell status: no same-named spell in the 2014 core rules. Seeing an invisible creature, perceiving into the Ethereal Plane and communicating with extraplanar creatures are different effects that must be resolved using the exact 2014 abilities in use. This panel is a status note, not an invented spell conversion.

Astral Sense — Pathfinder 1e

Published spell status: this historical Liber Mysterium spell is not a default Pathfinder Witch selection. Do not import its sight range, plane-interaction effects or witch level into Pathfinder without the Games Master’s permission and an explicit conversion.

Astral Sense — Original Legacy Witch Rules

SchoolAbjuration (as listed in the source)
LevelWitch 3
ComponentsV, S, M
Casting Time1 round
RangeTouch
TargetCreature touched
Duration1 round/level
Saving ThrowNone
Spell ResistanceYes

The subject sees invisible creatures or objects and creatures or objects on the Astral and Ethereal planes, but only within the limits of normal vision and line of sight. The power does not automatically make the subject visible to, able to touch or able to affect the perceived entities. An extraplanar gaze attack whose effect can reach the subject may still affect them.

Material component: blue powder with which an eye is drawn on the subject’s forehead. The original printed school is Abjuration even though the spell’s purpose resembles perception magic; this entry retains the historical listing rather than silently correcting it.

Source: Liber Mysterium: The Netbook of Witches and Warlocks, preserved legacy Witch spell.

What Changed Between Editions?

The legacy spell combines three perceptions in one touch effect: invisible things and presences on two other planes. Later editions split those capabilities across named senses and spells with different ranges, classes and durations. No new modern spell named Astral Sense is asserted here. Where an Astral or Ethereal creature becomes visible, it does not automatically become a legal target for a weapon on the Material Plane.

Using Astral Sense in Play

The spell is valuable in a haunted hall, planar crossing or cursed archive where the danger may be present but invisible to ordinary watchers. A witch might draw the blue eye on a companion’s forehead before opening a sealed chamber. The companion notices a shape moving on the Ethereal Plane behind the wall’s open archway, yet cannot simply stab the entity from the Material Plane.

A stranger who appears to be standing in an empty corridor might actually be an invisible observer; Astral Sense lets the target notice them if normal sight would cover their position. Its brief one-round-per-level duration makes the timing important: cast too early and the opportunity may pass before the hidden presence appears.

The spell works especially well when it changes the party’s understanding of a location without resolving the entire problem. Knowing that something is watching from another plane can prompt research, negotiation or a different kind of magic rather than immediate combat.

Worked Encounter: The Watcher Behind the Arch

A 7th-level witch casts Astral Sense on a scout before the group enters a ruined gatehouse. At the original duration of one round per level, the scout has seven rounds of enhanced perception. An invisible spy inside the scout’s line of sight becomes perceptible. An Ethereal creature in the same visual direction may also be seen, but only as far as the scout’s ordinary vision reaches.

The scout reports the presence, and the group must decide whether it has a means of affecting that plane. A bowshot cannot be presumed to hit a creature whose location has been revealed but whose body remains on another plane. If the entity possesses a gaze that can affect viewers across the boundary, the scout may have exposed themselves to that danger by looking.

The powder marked on the scout’s forehead is part of the spell’s component ritual; it does not serve as a permanent magical eye or extend the effect after its duration expires.

Counterplay and Games Master Rulings

  • Seeing is not touching: check whether the chosen attack or other spell can reach across planes; perception alone does not change the target’s plane.
  • Line of sight: the subject must have a line of sight; Astral Sense does not let them see through stone walls, sealed doors or opaque obstacles.
  • Gaze attacks: if a magical gaze is capable of crossing from the observed plane, the subject may be exposed. Do not grant automatic immunity merely because the enemy is Ethereal or Astral.
  • Brief duration: count the original rounds per caster level instead of using modern ten-minute truesight durations.
  • Component and source: the blue-powder eye, one-round casting and Witch 3 entry come from the legacy text. They are not default Pathfinder or fifth-edition mechanics.
  • Dispel and resistance: apply the original rules for a continuing spell, including the printed spell resistance; later editions’ rules belong to their own spells.

Related Magic and Planar Travel

Review the Planar Campaigns guide for the differences between Astral and Ethereal travel. Dispel Magic may end ongoing magical sight under the applicable edition. The Magic index and Witch Spell Lists provide the wider spell tradition.

Mythical Context

Egyptian traditions pictured the ba, a part of the individual associated with post-mortem movement, as a human-headed bird. That symbol offers a mythic parallel for perceiving spirits that ordinary sight cannot register. See the Met’s ba-bird figure.

Historical Context

Surviving Egyptian funerary manuscripts and images show long-standing ideas about the body’s relationship to a spirit capable of travel. These are material witnesses to belief and ritual, not evidence that real observers could detect creatures on astral or ethereal planes. See the Met’s fragments of a Book of the Dead manuscript.

Rules Sources and Attribution

The legacy rules are attributed to Liber Mysterium: The Netbook of Witches and Warlocks. This third-party spell is distinguished from Pathfinder 1e, D&D 2014 and D&D 2024. The reproduced mechanics and attribution remain subject to the original source’s applicable licence and permissions.

Previous spell wording and source text

Astral Sense. Abjuration; Witch 3; V, S, M; one round; touch; one creature; duration one round per level; no saving throw; spell resistance yes. The subject sees invisible creatures and Astral or Ethereal presences within ordinary vision. Sight alone does not give reach across planes; cross-planar gaze effects can still threaten the subject. The blue powder creates an eye-mark on the subject’s forehead.

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