Casting Time: 10 minutes
Range: Self
Components: V, S, M
Duration: Concentration
, up to 10 minutes
Save: Wisdom
You can see and hear a particular creature you choose that is on the same plane of existence as you. 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. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Secondhand (you have heard of the target)
+5
Firsthand (you have met the target)
0
Familiar (you know the target well)
-5
Body part, lock of hair, bit of nail, or the like
-10
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Material Component:
a focus worth at least 1,000gp, such as a crystal ball, a silver mirror, or a font filled with holy water
Verbal Component:
Divinus Alius
Verbal Component (Alternative):
I seek to scry, a vision clear; I name a creature, one far or near.
Classes: Bard, Cleric, Druid, Warlock, Wizard
Domain: Knowledge, Light
Tags: Detection, Scrying
Source: Player's Handbook [5th Edition] (page 273)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).