Do you need some more magic in your game? Maybe your character needs to find a path through the darkness of the world. If so, this spell might work for you. See how Mike Myler added an option for seeing in dark places to his game!
Blind Faith
School divination [good]; Level inquisitor 2, oracle 2, paladin 2, cleric 3
Casting Time 1 standard action
Components V, S, DF, M (holy water)
Range personal
Target you
Duration rounds/level (D)
In a moment of supreme belief, you sacrifice your visual acuity in devotion, dousing your eyes in holy water. The blessed liquid erupts into divine fire as the holy words are chanted, immolating your eyes with mystical flames. In return for this act of piety, you are blessed with an echo of the sight of the gods, granting you supernatural awareness of the area around you.
While under the effects of blind faith, you gain the blindsense ability to a range of 90 ft., and targets within range of this ability gain only partial concealment (20 percent miss chance) against your attacks. Blind faith functions even if you are deaf or within an area of silence.
For the duration of the spell, you suffer from the blinded condition but you are not required to make Acrobatics checks to move faster than half speed, you are considered aware of attacks made against you within range of your blindsense, and you do not lose your Dexterity bonus to Armor Class against these attacks (attacks against you made from outside of the range of this ability are resolved as if you had the normal blinded condition).
After the spell ends, you continue to suffer the –4 penalty to opposed Perception checks and most Strength- and Dexterity-based skill checks imposed by the blinded condition, but your vision is completely restored in every other capacity. These penalties persist until you have had a full night’s rest, applying another dose of holy water beforehand (not included in the components cost for this spell) or until magically healed by a lesser restoration.