D&D 5E A Scrying Question

pukunui

Legend
Hi all,

I have a question about scrying: If you cast the spell on an unsuspecting target, how much information does that target get about what's happening? Do they know that they're making a Wisdom save to resist magic, or is it more of a subconscious thing? If the former, do they know what kind of magic? That is, do they know they're trying to stop someone from magically spying on them?

I ask because I want to have an NPC wizard use scrying to spy on the PC wizard, and I'm not sure how much info to tell the player. Should I just have him make a "random" Wisdom save and not tell him what's happening regardless of the result? Or should I tell the player that his PC feels the tingle of magic, as if something's about to happen to him and he needs to resist it?

Thanks in advance!

Cheers,
Jonathan
 

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I, personally, don't let the scryee know about the attempted scry. I either make the save roll secretly or have the player give me several rolls in advance that I use later when necessary.

Sent from my SGH-M919 using EN World mobile app
 

I would have the player make a "random" Wisdom save. If you are worried about him being suspicious, make everyone at the table make a Wisdom save and now everyone is wondering what the heck is going on.

OR...

I might just let the scrying succeed (or fail!). If it is truly for story purposes and isn't intended to screw over the PCs, just go with the outcome that will plant the best story seed. NPCs don't necessarily have to follow the rules on these things.
 

I might just let the scrying succeed (or fail!). If it is truly for story purposes and isn't intended to screw over the PCs, just go with the outcome that will plant the best story seed. NPCs don't necessarily have to follow the rules on these things.
This is a good point. The NPC is evil, but she's not necessarily spying on the PCs in order to kill them. In fact, at this point in the game, she still wants to "help" them.
 

Last i checked, the Sage Advice compendium basically says that unless the spell effects are somehow obvious the spell may go completely unnoticed even if a save like will save was required. It defaults at the end to a Gm judgement but it certainly made it clear there was not general "you know it - saves" beyond whatever is explained in the spell.

So for me barring whatever is explicitly stated in scry, i would not be thinking one would get additional info by RAW.

one of the "need to think about" for magical campaigns is this kind of detail - how do folks know of scry, defend against scry and the other various divinations. Just like teleport, fly and a host of others there would be alterations to the "just imagine an old timey world" quick thoughts that need to be made and which likely would be as commonplace as say metal scanners, "secure phones" and security codes are at modern day security for places that need it and can afford it.
 

For me, if I think the story would be more interesting if a PC detects some sign, I'd make it happen or at least give the PC a wisdom check to get some sign.

In my Princes of the Apocalypse campaign one of the prophets scryed on a pc and I gave him a chance to perceive it. He ended up rolling high enough, so in his dreams he saw eyes staring from a chaotic swirl of color. I even mentioned that the eyes looked familiar, kind of like Queen Aeirisi. It added a spooky element and made the players wary feeling that time may be against them.
 

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