

It’s a tactic that ultimately wastes your GM’s preparation time and cuts your campaign nights short.
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It’s a tactic designed to make the game quicker, a tactic whose only purpose to literally bypass the major point of playing the game in the first place (delving into dungeons, beating up bad guys, and taking their stuff). Listen, guys, I need to be frank with you: why do you guys like this tactic, exactly? I honestly don’t understand the draw to scrying and frying. Now, GMs, take a seat outside for a second: I want to talk with all of the players who read my column, especially the wizards. Again, this is just my interpretation of the rules and you should use what works best at your table. So you can ‘see’ one specific location as much as you want, you aren’t familiar enough with the location to actually get there, and personally I wouldn’t allow scrying to work with teleport at all if teleport didn’t specifically call out that it could combine with scrying in a very specific way.
#Dnd 5e teleport and scry how to#
You know the location, but you probably don’t know where it is or how to get there. And if you think about it, it makes sense: no matter how long you use scrying, you can only see the area in a relatively small bubble around your target. Personally, my ruling is that if you’re only ever viewing a location via scrying, your teleportation chance is never better than “viewed once” because the teleport spell specifically calls out that using scrying counts for this effect. Alex’s Interpretationīefore I discuss tactics to combat the Scry and Fry I feel the need to mention my own interpretation on this rules issue. Once in the villain’s headquarters, the party proceeds to slay the “final boss,” take his things, and effectively bypass the entire dungeon.
#Dnd 5e teleport and scry Pc#
An area that has been ‘studied carefully’ includes a location that the PC can currently see, and the tactic states that a place you can see with scrying should fall under the category of ‘studied carefully,’ allowing the party to teleport to the chosen location almost without fail. One of those options is ‘studied carefully,’ which is the second-highest level of familiarity. Specifically, teleport gives a spellcaster an increasingly higher chance to arrive precisely where they want based upon how familiar they are with a location. The “Scry and Fry” tactic is relatively straightforward: it relies on a very liberal interpretation combination of scrying and teleport. But without any further discussion, the “Scry and Fry” tactic, what it is and how to handle teleport-happy players. That isn’t to day that I had never heard of the tactic itself, but the name “Scry and Fry”? Utterly new to me. I need to be honest, folks, I had never heard of the combat tactic that we’re going to talk about today until about February of this year. In this GM’s Guide, we’ll be talking about the tactic known as “scry and fry”. 168 Gate p.Welcome to the third installment of Everyman Gaming’s GM’s Guide articles. Page references for SRD V 5.1 (Arcane Gate is not included in the SRD):ĭimension Door p. As many people can pass through it before it closes. Gate: 9th level Conjuration spell, minimum 17th level caster (Cleric, Sorcerer, Wizard) p. Plane Shift: 7th level Conjuration spell, minimum 13th level caster (Cleric, Druid, Sorcerer, Warlock, Wizard) p. Teleport: 7th level Conjuration spell, minimum 13th level caster (Bard, Sorcerer, Wizard) p. Possibly allows travel between planes if you are in a different plane than your sanctuary.

Unlimited range, must have a designated sanctuary. Word of Recall: 6th level Conjuration spell, minimum 11th level caster (Cleric) p. As many people can pass through it before it ends. Transport via Plants: 6th level Conjuration spell, minimum 11th level caster (Druid) p. Same plane only.Īrcane Gate: 6th level Conjuration spell, minimum 11th level caster (Sorcerer, Warlock, Wizard) p. Unlimited range, requires teleportation circle sequence.

Teleportation Circle: 5th level Conjuration spell, minimum 9th level caster (Bard, Sorcerer, Wizard) p. Note that it also deals damage around you as you leave, so have any companions not brought along clear the areaĭimension Door: 4th level Conjuration spell, minimum 7th level caster (Bard, Sorcerer, Warlock, Wizard) p. Thunder Step: 3rd level Conjuration spell, minimum 5th level caster, (Sorcerer, Warlock, Wizard). In detail (all page references are from the PHB, unless otherwise stated):
