The caster creates an invisible, intangible eye somewhere within spell range. The eye operates as would a normal eye except that it is not attached to the caster physically, and can pass through openings as small as a keyhole or the crack under a door. It cannot pass through solid objects. It has a Tactical Movement Rate (TMR) of 75 though if the mage wants to carefully observe the surroundings, he will need to move at a much slower pace. TMR for careful observance is 25.
At rank 15, the eye has infravision. At level 22 it also has ultravision.
The Wizard Eye spell can manifest anywhere within range and within sight but thereafter, the Wizard Eye can travel up to 10 times the base range of the spell. Thus, if the mage is rank 5 with the spell, the Wizard Eye must first appear at a location the mage can see that is within 75 feet (rank 5 x 15 feet) but thereafter can move up to 750 feet away. Attempts to move beyond the range of the spell will cause the Wizard Eye spell to end.
To see through the Wizard Eye, and cause it to move, the mage must remain still and concentrate to the extent that he is barely aware of his surroundings (1x PER roll to notice someone saying something to him or other things happening around him). If the mage does other things while the Wizard Eye is in effect, the Wizard Eye will remain in place until the mage concentrates on it again.
Once a Wizard Eye spell has been successfully cast, the caster may be able to enhance it, depending on rank, as indicated below:
Minimum Rank | Ability | Spell Point Cost | Duration | Note |
10 | Infravision | 1 | 1 minute per rank |  |
10 | Ultravision | 1 | 1 minute per rank |  |
10 | Detect Magic | 1 | 1 minute per rank |  |
12 | Power Perception | 2 | 1 round per rank |  |
15 | Infravision | 0 | Duration of the spell |  |
15 | Ultravision | 1 | Duration of the spell |  |
15 | Detect Magic | 1 | Duration of the spell |  |
18 | Power Perception | 1 | 1 round per rank |  |
22 | Ultravision | 0 | Duration of the spell |  |
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