Eyes (3.5e Suit)

=Eyes=

Summary::You gain information about all sorts of stuff. As is the convention for Suits, the casting time is listed in parentheses.

Ace (low) (Standard): As detect magic, detect evil, detect good, detect law, or detect chaos (choose one as use play this card).

Two (Standard): As locate object, without the focus.

Three (1 Hour): As identify, including the component cost.

Four (Standard): As detect scrying, but no material component.

Five (Standard): As discern lies.

Six (Standard): As scrying, but no material component or focus.

Seven (Standard): As true seeing, but no material component or focus.

Eight (1 Minute): As prying eyes, but no material component.

Nine (1 Minute): As arcane eye, but no material component, and the sensor can make a ranged touch attack against anything it can see that deals 1d6 Fire damage per caster level with your attack bonus whenever you spend a standard action to concentrate on it. In addition, the eye can move at a speed of 10 feet per round per caster level.

Ten (Standard): As locate creature, but no material component.

Jack (Standard): You get a +3 insight bonus to your attack rolls, and ignore concealment. This effect lasts for 1 minute per caster level.

Queen (Standard): As ubiquitous vision, but as a spell-like ability, and you ignore penalties to Spot checks due to distance and gain unlimited range Darkvision during the duration.

King (1 Hour): You gain the ability to use trace teleport as a spell-like ability at-will for 1 hour per caster level. In addition, it can trace the destinations of teleportations that are up to 1 day per caster level old.

Ace (high) (1 Round): For 1 round per caster level, you can detect all auras within 100' of you per caster level, and gain blindsight out to that distance.

&rarr; Suits