![]() The spell is slightly unclear on whether or not the target knows they're being spied on, but when I DM, and a player gets scryed upon, I like to say something like "The hair goes up on the back of your neck." If they succeed on the saving throw, then I give them more details like "You feel as though an alien presence tried to enter your mind and see through your eyes and hear through your ears." Then the target is more likely to realize someone just tried to scry on them. So whatever they roll for their wisdom save, the DM subtracts 15 from it, making it very low and more likely to fail the save DC, which will cause them to be spied upon. Then the target will roll 1d20+4 (wisdom save) - 5 (because you know the target well) - 10 (because you have a lock of hair of the target). Let's say their wisdom saving throw modifier is +4. For instance, if you know the target well and have their lock of hair, their wisdom saving throw modifier becomes MUCH lower. If you are more familiar with the target, or if you have a personal possession of the target, it becomes easier to spy on them. * - (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)īard Cleric Druid Warlock Wizard Knowledge Domain Light Domain Circle of the Land (Coast) Circle of the Land (Swamp) Oath of Vengeance Oath of the Watchers When you do, the sensor appears at that location and doesn't move. ![]() Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. Tlportation level 7 - conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. ![]() The sensor moves with the target, remaining within 10 feet of it for the duration. You can see and hear through the sensor as if you were there. On a failed save, the spell creates an invisible sensor within 10 feet of the target. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. Secondhand (you have heard of the target)īody part, lock of hair, bit of nail, or the like If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. You can see and hear a particular creature you choose that is on the same plane of existence as you. =)Monstrous Compendium Vol 3: Minecraft Creatures Ok, just goes to show how awesome Gromph is. Again, success indicates that the spell works properly, and failure means the character suffers a mishap and an off-target result, as described above. Success indicates that the spell works properly failure means that the teleporting character automatically suffers a mishap, just as if he or she had rolled 100 on the table in the teleport spell description, followed by an “off-target” result.Ī character using a normally infallible form of teleportation magic (such as word of recall or greater teleport) must also make a DC 25 Spellcraft check. Teleportation: Spells of the conjuration (teleportation) subschool do not work reliably over distances greater than 1 mile when either the origin or the destination is within an area affected by faerzress.Ī character who casts a teleport spell or uses an ability or item that duplicates that effect must make a DC 35 Spellcraft check. Teleport 5e can be learned by Wizards, Bards, or Sorcerers. ![]() The rules in the 3.5e underdark book were: you can't just scry a place and then pop in. ![]() It was specifically in place to make underdark excursions more dangerous (i.e. I wrapped my campaign into the Hoard of the Dragon Queen, but it takes place in 1372 DR. Was this ever a thing, or is my memory making this up?ĭark Curtains - Takes place in the Savage North, starting in Nesmé. I've been catching up on my FR novels, having just finished Night of the Hunter, and reading how Gromph and Methil are teleporting all over the place. On my mind was an aspect that I seemed to recall that teleportation wasn't a "given" when it came to the Underdark. My campaign has a future where the players will be delving into the Underdark. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. Candlekeep Forum - Underdark and Teleportation? Components: V S M (A diamond worth at least 5,000 gp) Duration: Yes Up to 1 minute. ![]()
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