Thermal Sight

Thermal Sight
  • Divination [Fire, Cold]
  • Level: Red/Blue 4
  • Components: V, S, DF/F (a lense of fire agate and a lense of frost agate, each worth 10 gp)
  • Casting Time: 1 standard action
  • Range: Personal
  • Target: You
  • Duration: 1 min./level (D)
  • Saving Throw: None
  • Spell Resistance: No

You can sense the presence of fire and heat, ice and chill. This spell makes your eyes glow a deep maroon and allows you to see heat or chill auras within 120 feet of you. The effect is similar to that of both the Detect Fire and Detect Cold spells, but thermal sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all heat and chill auras within your sight. An aura’s power depends on the origin’s level and type, as noted in the description of the detect evil spells (see Detect Fire and Detect Cold). If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any fire or cold-based spellcasting or spell-like abilities (choose one descriptor per standard action), and the strength of the most powerful spell or spell-like ability the creature currently has available for use of the chosen descriptor.

Thermal Sight

Skies of Glass Planeswalker Planeswalker