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Wizard Eye allows a wizard to create a mobile, invisible sensory organ that sends him visual information.

The sensor created by this spell can be detected with spells created to counter invisibility such as True Sight.

Description[]

Wizard Eye
When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. it has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell.

Gameplay[]

The caster designates a point in the spell's range on the area map where they wish the Wizard Eye to appear once the spell is finished - use the targeting cursor to select the point.

The Wizard Eye creature is summoned at the point designated once the spell casting is complete.

The Wizard Eye is an actual creature with mass, substance, and attributes and occupies space on the area map - listed below are its statistics:

Wizard Eye (2 Hit Dice):
STR 9, DEX 9, CON 9, INT 9, WIS 9, CHA 9; AL Neutral
HP 2, AC 6, THAC0 19, Saving Throws 14/16/15/17/17
Movement Speed: 12 (Normal is 9)
Allegiance: Ally
General: Animal
Race: Wraith
Class: Wizard Eye
Gender: Illusionary
Special Qualities:
Permanent Invisibility (via the MAGE01.ITM)
Can explore and clears the Fog of War

The eye can be controlled and ordered where to move. All it can really do is scout ahead of the caster and hopefully remain undetected - it can dispel the "fog of war" on a map, in the same manner a player character or familiar can.

The eye can't interact with objects, switches, containers, doors and can't attack anything.

The eye moves at a moderate floating speed, slightly faster than a normal humanoid creature.

The eye is fragile, and if exposed to spells it can be damaged/killed or otherwise fall prey to negative status effects, such as Confused, Sleep, and many others.

Contrary to the spell's description, certain spells can in fact be indirectly cast upon the eye, which can "enhance" it, such as Haste, Bless, or Chant for example.

However, as it is invisible, a party member can't target the creature with many single-target spells, and if those are attempted a text will display reading "Spell Canceled: Cannot target spells on invisible or sanctuaried creatures."

The eye's always on invisibility can be removed by a hostile creature's divination attack spells, and targeted if an enemy has the See the invisible power.

Once the eye's invisibility is stripped away, it is ripe for being targeted and destroyed.

If the eye gets caught in a Dispel Magic effect from an enemy source, it can be destroyed as well.

The caster cannot have more than one eye active at a time - if a second is attempted a message will display "You may have only one explorer active at a time".

In almost all gameplay situations, there is little risk of an enemy gaze attack on the wizard eye, and even if it did occur, the game doesn't transfer that attack to the caster - this is just a literary flourish in the spell's description taken from the Advanced D&D 2nd Edition's spell description.

Where to obtain its scroll[]

The Black Pits[]

Sold by[]

Baldur's Gate[]

  • Only available as a random drop item

Shadows of Amn[]

Throne of Bhaal[]

See also[]

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising its range. See below for description:

Wizard Eye
Level: 4
School: Divination
Range: Short
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye can see with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful dispel cast on the wizard or eye ends the spell.

External links[]