Witchcraft • Legacy Sensory Transmutation

Ears of the Bat

Ears of the Bat spell heightening hearing while suppressing sight

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 / 2024No direct conversion published here
5e / 2014No direct conversion published here
Pathfinder 1eNot a Pathfinder Witch spell by default
D&D 3.x LegacyWitch 2, Druid 2, Ranger 2

Spell Rules by Edition

Ears of the Bat — 5.5e / 2024

Edition status: No direct official version of this legacy spell is provided. Do not treat the old d20 mechanics as 2024 rules.

Ears of the Bat — 5e / 2014

Edition status: No official 2014 conversion is presented here.

Ears of the Bat — Pathfinder 1e

Edition status: This legacy Witch spell is not established here as a Pathfinder Witch spell. Any conversion needs Games Master approval.

Ears of the Bat — D&D 3.5e (legacy Witch rules)

SchoolTransmutation
LevelWitch 2, Druid 2, Ranger 2
ComponentsV, S, M
Casting Time1 action
RangeTouch
Duration1 minute/level (D)
Spell ResistanceYes

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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