Witchcraft • Legacy Sensory Transmutation
Ears of the Bat

Ears of the Bat sacrifices ordinary sight to grant extraordinary hearing and crude ultrasonic awareness. It is preserved as a legacy d20 Witch, Druid and Ranger spell.
Ears of the Bat at a Glance
| 5.5e / 2024 | No direct conversion published here |
|---|---|
| 5e / 2014 | No direct conversion published here |
| Pathfinder 1e | Not a Pathfinder Witch spell by default |
| D&D 3.x Legacy | Witch 2, Druid 2, Ranger 2 |
D&D 3.x Legacy Rules
| School | Transmutation |
|---|---|
| Level | Witch 2, Druid 2, Ranger 2 |
| Components | V, S, M |
| Casting Time | 1 action |
| Range | Touch |
| Duration | 1 minute/level (D) |
| Spell Resistance | Yes |
The subject is blinded for ordinary sight but gains +10 on Listen checks and +4 on Search checks made to find secret doors or compartments. Ultrasonic location offsets many blindness penalties, though the legacy spell still imposes a 10% miss chance and reduces movement to three-quarters normal speed.
A subject with Blind-Fight ignores the spell’s remaining blindness penalties under the original rules. Material component: a piece of bat fur.
Edition Boundary
The Listen/Search skill bonuses, miss chance and movement fractions belong to older d20 rules. Later editions should use their own blindness, blindsight and perception mechanics.
Rules Sources and Licensing
Legacy source: Liber Mysterium: The Netbook of Witches and Warlocks.
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