Casting Time: 10 minutes
Range: Self
Components: V, S, M
Duration: Concentration
, up to 10 minutes
Save: Wisdom
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.
Your Knowledge of the Target Is ...
Save Modifier
Secondhand (heard of the target)
+5
Firsthand (met the target)
+0
Extensive (know the target well)
-5
You Have the Target's...
Save Modifier
Picture or other likeness
-2
Garment or other possession
-4
Body part, lock of hair, bit of nail
-10
On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible 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. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.
Material Component:
a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font
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 (2024) (page 313)
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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).