Scrying
Spells · Divination
- Communication
- Detection
Choose one specific creature, object or place you can uniquely identify. You needn't know where it is, but it must be in range (1 mile; beyond that you perceive nothing). For the duration you see and hear from a viewpoint near it, placed plausibly by the GM. The spell can't affect the target.
After the ritual, make your Channeling check against the normal spell DC, with the same Familiarity and Obscurity adjustments as Locate (Obscurity 3 here covers anti-divination, sanctified ground or planar interference).
- Failure: a blurry, intermittent feed: a few seconds of images or muffled sound, unclear or misleading; you may misidentify an important detail.
- Success: a clear view and sound from near the target for the whole duration.
- Critical success: as success, and once per round you can move the viewpoint to another plausible spot near the target.
- Critical failure: you see a confident false feed or lure (a decoy scene, near-match or ward reflection), and your attempt leaves a trace that can cause a complication.
Optional Modifiers
- Far Scrying (+1*): Increase the range by one step per purchase: 1 → 5 → 25 → 100 miles.
- ★ Pierce Wards (+2): Reduce the target's Obscurity by 1 step (minimum Open). [School Mastery, 7+ ranks]
- ★ Cross the Veil (+4): Scry across planes. Treat every target as Obscurity 3 and take 1 more level of Disadvantage. [School Mastery, 7+ ranks]
- Sympathetic Focus (+1): With a strong sympathetic link, gain 1 level of Advantage on the Channeling check.
- ★ Group Sight (+2): Share the scried senses with willing creatures up to your Mysticism ranks; they must stay within your chosen delivery range for the duration. [School Mastery, 5+ ranks]