Scrying with a Crystal Ball

Ah, yes. That makes it actually quite likely that a mid-high level spellcaster would notice. However, the Mystic Theurge would probably target a non-spellcaster in any case (due to Will save), unless there's a plot reason otherwise... So unless the first few targets make their saves, spellcraft wouldn't matter.

There's a clause in Scrying:
SRD said:
If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
.

So you spend an hour with the Crystal Ball trying to pull up Mr. Rogue. You get him for ten minutes. You spend an hour with the Crystal Ball trying to pull up Mr. Rogue. DC is only 16, so this time he rolls high and makes it.

So you spend an hour with the Crystal Ball trying to pull up Mr. Fighter. You get him for ten minutes. You spend an hour with the Crystal Ball trying to pull up Mr. Fighter. DC is only 16, so this time he rolls high and makes it.

So you spend an hour with the Crystal Ball trying to pull up Mr. Wizard (slightly lower Will save than Mr. Cleric). You're found out.

Now, if you really want to do this properly, get something harmless under your control - a few mice, say - and scry on them.
 

log in or register to remove this ad

There is a Prestige class that I'm trying to track down the name and info of, that allows the character to be fully aware of one particular dungeon that this character is the lord and master of. Can anyone recall which PrC this is?
I found it.

Dungeonscape p.108, Dungeon Lord.

Drawback of the class, does not progress casting. Since this is an NPC, you can simply choose to tack on however many levels, gestalt it, or simply change whatever you want. It also has a requirement that you be a race from a list of monster-types, I'd imagine that could be easily hand-waved away for an NPC.

Here's what I was looking for-
Level 3 ability: Complete Awareness. It is an at-will Clairaudience/Clairvoyance at any room in your personal stronghold. Since you are scrying on your rooms, and not on the players, there is no saving throw, no spell resistance.

Doesn't give you the ability to read thoughts, but your wide array of other spells will likely help with this.

The PrC has other nifty class abilities, such as Dimensional Door throughout your dungeon, boosts to all your minions and yourself, and eventually the Leadership feat.
 
Last edited:




Which is preferable: Spending 3rd level spell slots for a ten minute casting time that lets you see xor hear an area within Long range for 1 minute/level, or a 24,000 gp item that lets you do both as a standard action at will for three minutes at a time with unlimited range?
Well, when you put it that way... I choose LEROY JENKINS!!!!!

Um, I mean, yeah, Third Eye sense is pretty sweet.
 

Well, when you put it that way... I choose LEROY JENKINS!!!!!

Um, I mean, yeah, Third Eye sense is pretty sweet.
Yeah, it's a pretty sweet deal. No save, no SR, as it doesn't target anyone.

The only downside with that is that it doesn't follow anyone, either. You can move it around pretty easily, and you see and hear as though you were there (minus anything that's not native to you - so that See Invisibility spell you have up won't work, and darkvision from a spell won't work, but natural darkvision will), but if there's a couple of corners in rapid succession you could lose the party if they're moving quickly (so make sure to put a few mechanical traps at random intervals in the hallways to keep them moving slowly).
 

Traps you say? Oh I've got plenty enough of those to make them scared to move 5' IF they don't find anything lol Even got a couple spiffy ones that trigger off of each other - can't elaborate here as I learned at least one of the players has seen this thread now...
 

Traps you say? Oh I've got plenty enough of those to make them scared to move 5' IF they don't find anything lol Even got a couple spiffy ones that trigger off of each other - can't elaborate here as I learned at least one of the players has seen this thread now...
That's unnecessarily complex, as the rouge class feature says that the rogue can find traps before triggering them - which means that if the Search DC is too low for the method the rogue is using (taking ten or taking 20, usually, although some rogues do roll the dice), the rogue will find it anyway, and if the Search DC is too high for the method the rogue is using, then you might as well have just done that Search DC with the first trap ... and in either case, one of the two traps is quite pointless. Oh yes, and if you don't permit the Rogue's Search and Disable Device to work, you're basically using DM fiat to hurt the Rogue's usefulness in the party. Sure, you can have a trap that throws a person into another trap... but for most practical purposes, that's one trap with multiple components.

Traps in isolation are boring, though, and are really only useful as a method for getting the party to move slowly through an area. It's when you combine them with critters that they get interesting - the Fire-based trap that keeps going off amongst all those Iron golems, the acid-based trap among the clay golems, the electricity-based trap among the flesh golems, the negative energy trap among the undead, and so on - traps that are either beneficial or harmless to some hostile critters who hang around the area.
 
Last edited:


Remove ads

Top