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Scrying

LEVEL: 5th   CASTING TIME: 10 Minutes   RANGE/AREA: Self   COMPONENTS: V, S, M   DURATION: Concentration 10 Minutes   SCHOOL: Divination   ATTACK/SAVE: WIS Save   DAMAGE/EFFECT: Detection  
  • You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
  Knowledge
  • Secondhand (you have heard of the target) +5 SAVE MODIFIER
  • Firsthand (you have met the target) 0 SAVE MODIFIER
  • Familiar (you know the target well) -5 SAVE MODIFIER
Connection
  • Likeness or picture -2 SAVE MODIFIER
  • Possession or garment -4 SAVE MODIFIER
  • Body part, lock of hair, bit of nail, or the like -10 SAVE MODIFIER
 
  • On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
  • On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
  • Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Concentration
  • Some Spells require you to maintain Concentration in order to keep their magic active. If you lose Concentration, such a spell ends.
  • If a spell must be maintained with Concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end Concentration at any time (no action required).
  • Normal activity, such as moving and attacking, doesn’t interfere with Concentration. The following factors can break concentration:
  • Casting another spell that requires Concentration. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two Spells at once.
  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • Being Incapacitated or killed. You lose Concentration on a spell if you are Incapacitated or if you die.
  • The GM might also decide that certain environmental phenomena, such as a wave Crashing over you while you’re on a storm--tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain Concentration on a spell.
Components
  • A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), or somatic (S). If you can't provide one or more of a spell's components, you are unable to cast the spell.
Verbal (V)
  • Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.
Somatic (S)
  • Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
Material (M)
  • Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
  • If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell's material components -- or to hold a spellcasting focus -- but it can be the same hand that he or she uses to perform somatic components.
Material Components
  • 1,000 gp, which the spell consumes.

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