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Arcane Sight and hiding
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<blockquote data-quote="Jack Simth" data-source="post: 4340313" data-attributes="member: 29252"><p>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.</p><p></p><p>Oh - wait; you're referring to "on the part of the one who's eyes are glowing".</p><p></p><p>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:</p><p></p><p></p><p>(<u>Emphasis</u> added)</p><p></p><p>The lenses are opaque, so they can't see your eyes even if the light is a significant factor.</p><p></p><p>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. </p><p></p><p></p><p>Hasn't come up in any of mine, I'm afraid.</p><p></p><p>Edit:</p><p>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).</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4340313, member: 29252"] 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". 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: ([u]Emphasis[/u] added) The lenses are opaque, so they can't see your eyes even if the light is a significant factor. 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. 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). [/QUOTE]
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