A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you (such as darkvision or see invisibility), but not spells or effects that emanate from you (such as detect evil). However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell. Lead sheeting or magical protection (such as antimagic field, mind blank, or nondetection) blocks a scrying spell, and you sense that the spell is so blocked.
The spells scrying (Brd 3, Clr 5, Drd 4, Sor/Wiz 4) and greater scrying (Brd 6, Clr 7, Drd 7, Sor/Wiz 7) can ruin a well-plotted adventure in seconds. Even if the PCs have no knowledge of the antagonist, the Scry DC is at most 25. To thwart such spying, powerful creatures use a variety of tactics. One favorite is to provide no protection against scrying in their sanctum, instead setting up powerful magic traps so that any creature that attempts to teleport or travel ethereally to the point scryed is intercepted and instead materializes in a specific, lethally trapped room. Others concerned about protecting their privacy can set up screens of antimagic fields, rely on magic items that produce false visions, or even create custom epic spells that deal damage (or worse) on those attempting to scry them.
Comment