SRD:Scrying Subschool

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Scrying Subschool

A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.

Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell.

Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.

Any creature that determines its being scried upon may attempt any of the following tasks if it has the scrying spell on its class spell list (though the spell need not be among its spells known). If the creature has any bonuses that would apply to the caster level of its scrying spell, add these to its caster level check.

Task DC
Learn scryer 30
Return scrying 50
Break scrying Opposed caster level check
Learn Scryer

A creature can learn the identity of the scryer with a DC 30 caster level check. If successful, the creature learns the name, race, and location of the scryer.

Return Scrying

A creature can look back through the sensor at the scryer with a DC 50 caster level check. This allows the creature to spy on the scrying being as if it had cast a scrying spell upon that person. This return scrying can be detected by the creature's target as normal.

Break Scrying

A creature can make an opposed caster level check with the scryer. (The creature's caster level must be at least 21st to attempt this task.) If it is successful, the scrying ends, and the scryer may not target the creature with a divination (scrying) spell or effect for a number of hours equal to the creature's Intelligence modifier (minimum 1).

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