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Help vs. Scrying
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<blockquote data-quote="Coredump" data-source="post: 1918346" data-attributes="member: 6939"><p>I am at a slight disadvantage, since I know nothing about Iuz. But maybe these will work.</p><p></p><p>Would the clerics of Iuz be willing to work for the head of the Slavers guild? Would they be willing to work for those wanting to do evil. (killing the party?)</p><p></p><p>If it is low magic, how many crystal balls (etc.) are available? Maybe none?</p><p></p><p>If it is low magic, how high level are the high level casters? If they can't cast greater scrying, that is another limitation.</p><p></p><p>Normal scrying only lasts a min/level. Arcane scrying has an eye of a hawk/eagle as a component. Just how many of those are easily available?</p><p></p><p>If the players were clever, they were well disguised/etc. while meeting with these folks, so I would still give the +5 bonus for only knowing second hand. If not much is known about them, I may even give the +10 for not really knowing anything.</p><p></p><p>It says you can see about 10' in each direction... but it doesn't say how clearly...If you treat is like in the movies, the subject is clear, and it gets cloudier until the 10' mark, when they can't see anything. This makes scying less useful for determining where they are.</p><p></p><p>You can rule that viewing by scrying is not sufficient for teleporting.</p><p>I haven't looked to see how easy it is to detect scrying...but rulings that make it easier, makes scrying less useful.</p><p></p><p>You could make something that allows you to determing who is scrying on you. Making it more 'risky' to scry on people.</p><p></p><p>You could rule that only the one doing the scrying can actually see the subject, thus only the Iuz clerics would see anything. (also thwarting the teleport part.)</p><p></p><p>Well, hopefully those will help for now.</p></blockquote><p></p>
[QUOTE="Coredump, post: 1918346, member: 6939"] I am at a slight disadvantage, since I know nothing about Iuz. But maybe these will work. Would the clerics of Iuz be willing to work for the head of the Slavers guild? Would they be willing to work for those wanting to do evil. (killing the party?) If it is low magic, how many crystal balls (etc.) are available? Maybe none? If it is low magic, how high level are the high level casters? If they can't cast greater scrying, that is another limitation. Normal scrying only lasts a min/level. Arcane scrying has an eye of a hawk/eagle as a component. Just how many of those are easily available? If the players were clever, they were well disguised/etc. while meeting with these folks, so I would still give the +5 bonus for only knowing second hand. If not much is known about them, I may even give the +10 for not really knowing anything. It says you can see about 10' in each direction... but it doesn't say how clearly...If you treat is like in the movies, the subject is clear, and it gets cloudier until the 10' mark, when they can't see anything. This makes scying less useful for determining where they are. You can rule that viewing by scrying is not sufficient for teleporting. I haven't looked to see how easy it is to detect scrying...but rulings that make it easier, makes scrying less useful. You could make something that allows you to determing who is scrying on you. Making it more 'risky' to scry on people. You could rule that only the one doing the scrying can actually see the subject, thus only the Iuz clerics would see anything. (also thwarting the teleport part.) Well, hopefully those will help for now. [/QUOTE]
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