Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. If the chosen locale is magically dark, you see nothing. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it.
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 5 7 (1d8+1) 1d8+3 Fort +3 +5, Ref +4, Will +2 SR 5 Celestial Resist acid, cold, and electricity 5 Fiendish Resist cold and fire 5 OFFENSE. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. XP N Small celestial/fiendish animal Init +2 Senses darkvision 60 ft. Two large crab-like pincers protrude from its body, and two long, thin eyestalks sprout from the top of its orb. Hundreds of small seaweed-like bristles hang from the bottom of its body. You don’t need line of sight or line of effect, but the locale must be known – a place familiar to you, or an obvious one. This creature is a 5-foot wide orb dominated by a central eye and large serrated mouth. School divination (scrying) Level bard 3, medium 2, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3 Elemental School void 3 Mystery occult 3Ĭomponents V, S, F/DF (a small horn or a glass eye)Ĭlairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there.