I'm sure this isn't a new question, but I couldn't find it on a search. I was wondering how others handle Arcane Sight and Hide. Is having Arcane Sight an automatic "helloooo, I'm over here!" for anyone trying to hide?
Only if they've got active magic on them, they're within range for you to see their aura, and there aren't intervening barriers sufficient to block your arcane sight, and there's no other intervening spell (such as Misdirection) on the subject to cause them to register as nonmagical.
Oh - wait; you're referring to "on the part of the one who's eyes are glowing".
The text says that the spell "makes your eyes glow blue" and that strikes me as a significant handicap when trying to skulk about in the shadows. I'm playing a sneaky mage, and was thinking of Permanent Arcane Sight, but it won't be too useful if I have to put a bag over my head to remain hidden.
On the other hand, it says nothing in the spell about the glow shedding any light. Is it just a cosmetic effect - something noticeable about your character - or do your eyes actually emit light when they glow?
Check with your DM. Invisibility and it's ilk specify that the object is invisible, but the light isn't; a lit invisible lamp acts like a light with no source. Whether or not the light from your eyes glowing due to Arcane Sight is significant or not when it comes to spot checks isn't particularly specified in RAW, so it's a DM call. However, you can avoid the issue completely with one reasonably useful item:
SRD said:
Goggles of Night: The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, darkvision; Price 12,000 gp.
(
Emphasis added)
The lenses are opaque, so they can't see your eyes even if the light is a significant factor.
Alternatively, how significant is the benefit of having Permanent Arcane Sight over Permanent Detect Magic?
Detect Magic takes an action to use at all, and three rounds to get the full benefit; Arcane Sight doesn't take an action or any time to get the full benefit. Plus Arcane Sight has a 120 foot range vs. Detect Magic's 60-foot range. Due to the action cost on Detect Magic, it's not very useful for things like determining where to place your Glitterdust after an opponent turns Invisible (you have to wait two rounds and hope he stands still in your area before you can detect his aura when using Detect Magic to find out what square he's in; Arcane Sight does it immediately). Arcane Sight is perfect for that type of application. Plus Arcane Sight lets you know who is a caster (if you specifically check) and what type and how strong they currently are at it.
How have others handled this in their games? Thanks.
Hasn't come up in any of mine, I'm afraid.
Edit:
Do note: A Permanencied Arcane Sight is one of the keystones for the Wizard trapfinder (Detect Magic can do it too, but not nearly as well). With all sources available, the Wizard trapfinder also needs The Summon Elemental reserve feat; without that, the Wizard needs a wand of Unseen Servant, a lot of bags, and a way to get lots of rocks pretty much at whim (adamantine pick, and shovel, perhaps).