"Gaze into my crystal ball..."
A close look at magical scrying devices and spells
by Krys Stromsted
Illustration by Margaret Palmer


 
Advanced Dungeons & Dragons Magic Items - Dragon Dragon 147
Range, size, and weight Frequency && duration Subject location Subject features Spells from afar
- - Other considerations - -
-
The use of crystal balls and other scrying
devices and spells (such as magic font,
magic mirror, and reflecting pool, from
Unearthed Arcana) is an area of the
AD&D® 1st Edition game that has not been
completely explored. Using the present
rules, a scryer (regardless of his level)
always has the same chance to locate his
subject, as well as gaining unlimited scrying
range if he is using a scrying device.
With the introduction of these variations,
definite range limitations are added to
insure game balance. This article also
introduces changes in scrying duration,
subject-location percentages, scryingdevice
composition, range and duration
bonuses, and special features of scrying
devices.

Range, size, and weight
The first area covered herein concerns
scrying-device range, size, and weight.
Table 1 covers crystal balls, and Table 2
covers magic mirrors (such as mirrors of
mental prowess). These tables include
notes for scrying into other planes. The
weight for a scrying device does not include
the weight of a stand or frame (for
ball or mirror, respectively) on which the
device is mounted when found. To figure
the weight of such an item, roll ld6: l-2,
25% of scrying-device weight; 3-4, 50%; 5,
75%; and 6, 100%.

Another important consideration is to
establish scrying ranges for spells (magic
font, magic mirror, and reflecting pool).
Table 3 gives these basic scrying spell?s
ranges.

Table 4 gives range bonuses for spelland
device-users who have high prime
attributes (intelligence for magic-users and
illusionists; wisdom for clerics and druids;
both intelligence and wisdom for all other
classes-e.g., rangers, paladins, and bards).

Frequency && duration
Frequency is the number of times a
scrying device may be used per day, and
duration is the length of time the device
may be used at one sitting. No provisions
were made in the 1st Edition rules for
giving bonuses to high-level scryers using
spells or devices. Logically, it seems that a
10th-level magic-user should be able to
view a subject longer than a 1st-level
magic-user under the same conditions.
Table 5 remedies this situation by giving a
scryer a certain amount of scrying time
per day per level. Table 6 gives an optional
time expansion for scrying spells, and
Table 7 gives time bonuses for scryers
with high prime attributes.

A scryer may extend his scrying duration
by employing limited wish, alter reality,
or wish, or by using a scrying device
with a time bonus. If wish-type magic is
used, the scryer must first save vs. spells.
If the saving throw is missed, the scryer is
feebleminded for 1-4 days and no benefit
is gained. In any case, the scryer who
extends his scrying duration using wishtype
magic is exhausted for 2-7 days fol-
lowing the scrying. The maximum amount
of time a scryer could receive by wishing
is double his normal scrying time.

Table 1
Crystal Balls: Range, Size, and Weight
Die roll Range (in miles) Diameter Weight (in lbs.)
01-10 50 3" 4.2
11-20 100 4" 9.9
21-30 150 5" 19.4
31-40 200 6" 33.5
41-50 250 6" 33.5
51-60 300 6" 33.5
61-70 400¹ 6" 33.5
71-80 500² 9" 113.1
81-85 750³ 9" 113.1
86-90 1,0004 9" 113.1
91-95 1,5004 12" 268.2
99 2,0005 12" 268.2
00 2,5005 12" 268.2
¹ Can view Ethereal plane.
² Can view Inner planes.
³ Can view Astral and Inner planes.
4 Can view Inner and Outer planes.
5 Can view all planes of existence.

Table 2
Magic mirrors: Range, Size, and Weight
Die roll Range (in miles) Size Weight (in lbs.)
01-10 50 4' X 8' 1
11-20 100 8' X 16' 4
21-30 150 1' X 2' 9
31-40 200 2' X 4' 36
41-50 250 2' X 4' 36
51-60 300 2' X 4' 36
61-70 400¹ 2' X 4' 36
71-80 500² 3' X 5' 68
81-85 750³ 3' X 5' 68
86-90 1,0004 4' X 6' 108
91-95 1,5004 4' X 6' 108
96-99 2,0005 5' X 7' 394
00 3,0005 6' X 8' 540
¹ Can view Ethereal plane.
² Can view Inner planes.
³ Can view Astral and Inner planes.
4 Can view Inner and Outer planes.
5 Can view all planes of existence.

Table 3
Scrying-Spell Ranges
Spell-caster Range per
level (in miles)
Cleric/Druid 35
Magic-user/Illusionist 25
Others* 15

* Includes bards, paladins, and rangers.
Levels are counted from the first level at
which these classes receive spells (8th for
rangers, 9th for paladins, 1st for bards).
Thus, an ll1th-level ranger using reflecting
pool can scry up to 60 miles.

Table 4
Scrying Range Bonuses*
Prime attribute Range bonus per level (in miles)
16 5
17 10
18 15
19 20
20+ 25
* Bonuses apply only to characters who
can cast spells.

Table 5
        Scrying Duration
Spell-caster Scrying
Cleric/Druid 5
Magic-user/Illusionist 6
Other spell-casters* 4
* Includes bards, paladins, and
rangers. Levels are counted from
the first level at which these
classes receive spells (8th for
rangers, 9th for paladins, 1st for
bards). Thus, an 11th-level
ranger using reflecting pool can
scry for 16 additional rounds per
sitting.

Table 6
Expanded Scrying Spell Duration
Spell Old duration New duration
Magic font 1 round per vial 2 rounds per vial
Magick mirror 1 round/level 6 rounds per level
Reflective pool 1 round/level 5 rounds per level

Table 7
Scrying Time Bonuses
Prime attribute Time bonus (rounds/level)
16 1
17 2
18 3
19 4
20+ 5
* Bonuses apply only to characters
who can cast spells.

Subject location
According to the 1st Edition DMG, page
141, a scryer can locate an object with
relative ease?even if all he has to go on is
a small scrap of clothing or a slight
amount of information. These limited
materials give the scryer a fair chance of
locating his subject. Table 8 introduces a
revised set of location percentages that
makes subject location more unpredictable.
Positive and negative modifiers are
provided.

When the scryer initially attempts to
locate his subject, it takes 1-4 rounds of
scrying time unless the scrying device has
a ?memory? device (like a modern calculator)
and the subject is in a memory slot. In
this case, subject location takes only one
segment. Subject-memory scrying devices
have a total of 2-24 memory slots each; a
slot?s subject can be changed at the will of
the device?s user, but the user must first
locate the new subject, concentrate upon
the subject for five rounds, then state
which memory slot will respond to that
subject. Devices having such memory slots
are worth a 10% bonus on their gold-piece
and experience-point values.

Table 8
        Revised Subject-Location Chances
Scryer's knowledge of subject Location chance
Subject is personally well known to scryer 75%
Scryer is well informed of subject 35%
Subject is personally known slightly to scryer 20%
Scryer is slightly informed of subject 10%
Positive modifications -
Subject is in a deserted area +40%
Part of subject itself is in scryer's possession +35%
Subject is shown in a picture +20%
Subject's garment or item owned by subject is
in scryer's possession
+20%
Bonus per level of the scryer +4%
Wish is used +70%
Limited wish/alter reality is used +35%
TYPE O NEGATIVE modifications -
Subject is on an Outer plane -50%
Subject is underground or inside a monster -45%
Subject is imprisoned (as per imprisonment spell) -45%
Subject is feebleminded or insane -40%
Subject is magically altered (polymorphed, petrified, etc.) -35%
Subject is on an Inner plane -25%
Subject is hiding in a large city -20%
Subject is hiding in a small city -10%

Subject features
Table 9, <Table> 10, and <Table 11> are optional tables
included to make scrying devices more
powerful and valuable. Table 9 shows how
many special features a scrying device
may have. Table 10 lists these special features,
and Table 11 lists materials from
which crystal balls may be made. In all,
these tables can be used to make an other-
wise common crystal ball into a powerful,
enchanted gemstone of immense value.
Special features for these unique items
follow:

Table 9
Scrying Devices:  Number of Special Features
Die roll Features
01-65 0
66-75 1
76-85 2
86-95 3
96-99 4
00 5
* 10% chance to roll again.

Table 10
            Scrying Devices: Special Features
Die Roll Special features Notes
01-05 Animal telepathy As per psionic ability (1st Edition Players Handbook, page 111)
06-15 Clairaudience In effect whenever scrying device is used
16 Deflection See "Special Features" section
17-28 ESP User can levitate on command, but must be in
contact with device
29-30 Command voice Projects amplified voice into area scryed;
can project scare once per day
31 Intelligence See "Special features" section
32-42 Levitation On command (mental or verbal); user must
be in contact with device
43-53 Locate subject Add 50% to location chances
54 Memory See ?Special features? section
55-64 Minute seeing As per eyes of minute seeing
65 Precognition See "Special features" section
66 Range extension See "Special features" section
67 Scrylink See "Special features" section
68-77 Shape change Scrying device can change into any other
inanimate item of same approximate size
and weight on user?s command
78 Telepathy Allows scryer to communicate with one
subject per session
79 Viewing-time bonus Roll 1d6: 1-2, 10 extra rounds per sitting; 3-4,
15 rounds; 5, 20 rounds; and 6, 25 rounds
80-89 Warding See "Special features" section
90-99 X-ray vision As per ring of X-ray vision
00 Choose or roll 2 more times. -

Deflection: This feature adds a +4 saving
throw to the scrying device's saving
throws vs. any attack form.

Intelligence: Roll 3d6 for the innate
intelligence of the scrying device. For
every point of intelligence, there is a 5%
chance that the scrying device automatically
shuts down once a subject being
spied upon detects the scrying. An intelligence
score of 16-18 gives a bonus to
scrying range and time (as listed in <Table 4 and Table 7>).
The scrying device also communicates
as follows (roll 1d6): 1-4, speech; 5,
visual images; or 6, telepathy within 60?. If
the device speaks, the DM should determine
which language it speaks (Common,
Elven, etc.).

Memory: This feature gives the scrying
device 2-24 memory slots for storing one
image in each slot (person, place, or thing)
that can be found in one segment by scrying
if in range.

Precognition: This ability allows the
scryer to see into the near future. This
viewing, however, exhausts the scryer so
that viewing time is lost. For every hour
into the future that the scryer views, five
rounds of viewing time are lost. For example,
a 6th-level magic-user with an intelligence
of 16 would have 42 rounds of
scrying time per session (using <Table 5 && Table 7>). He could see eight hours into the
future, but for only two rounds, using
such a device.

This ability must be limited at the DM?s
discretion. Precognition of any sort does
not mean that an event viewed will come
to pass'it is merely one of the most probable
outcomes of that particular timeline.
The DM may feel free to restrict this ability
as befits his personal campaign.

Range extension: Roll 1d6 for results:
1-3, 50 miles are added to the scrying
range; 4-6, 100 miles; 7, 150 miles; and 8,
200 miles.

Scrylink: This power allows two scryers
to communicate telepathically with each
other through their own scrying devices.
Only one device need have the scrylink
power. Once this power is evoked and
another scrying device is selected for
communication, the contacted device
glows with a soft light until it is ?answered
? by its user. Scrylink contact is in
addition to any other use of that scrying
device, and scrylink contact may be made
up to three times per day. The amount of
time spent waiting for the other device to
be answered counts against the time spent
communicating for that period.

Warding: This feature allows the scryer
to attune the device to him alone. Anyone
else attempting to touch or use the scrying
device must save vs. death magic at ? 1
per three levels of the owner or take 5 hp
damage per the owner?s level and become
comatose for a number of days equal to 4-
24 plus the owner?s level. A successful
saving throw means all damage and effects
are reduced by half. Only limited wish,
wish, or alter reality negate the coma. A
successful dispel magic spell unlocks the
ward so a new owner can use the device.
It takes 30 days minus the new owner?s
level to align the ward. During this time,
the new owner must be in continual physical
contact with the device. Multiclassed
PCs or NPCs use the most powerful spellusing
level available to them to determine
how long it takes to align the ward.

Spells from afar
Certain scrying devices let the user cast
spells through them at the area or person
being viewed, if the DM so allows. Such
devices have double the gold-piece and
experience-point values normally listed for
them, and they are very rare. Any spell
that does not require the caster to touch
the subject or area of effect can be cast
through these devices. Only the scryer
may cast spells through such devices;
onlookers cannot.

When the spell-caster casts a spell
through such a scrying zone, his total
viewing time is reduced as a result of the
stress of the spell-casting. The higher the
level of the spell or spell-like power, the
greater the exhaustion from the casting
and the less time left for viewing afterward.
The formula used to calculate the
round cost is as follows: the spell?s level is
multiplied by six; six more is added, and
any bonus from Table 7 for high prime
attributes is then added. (Cantrips may be
cast through such devices at a cost of six
rounds per cantrip.)

The casting time for the spell does not
change. The spell-caster must have enough
viewing time to allow for both the spell?s
casting and for the viewing-time lost as a
result. If the spell-caster attempts to cast a
spell through a scrying device but does not
have enough viewing time to allow for
such casting, the spell is cast but is centered
on the scrying device and the area
around it?not on the area being scryed.
The spell-caster thus becomes the subject
of his own (possibly destructive) spells,
causing the scryer to make his saving
throws against such spells at ?4. If the
spell is an area-effect spell, everyone in
the area must make a saving throw at
normal chances (except the scryer, who
must still save at ?4).

For example, Whitefox, an elven 6th
level magic-user with an intelligence of 16,
wants to fry some gnolls she sees through
her special crystal ball. Using Tables 5 and
7, she has 42 rounds of scrying time in
which to do so (her level is multiplied by
six, and six more is added for her intelligence
bonus). Since a fireball spell "costs"
25 viewing rounds, Whitefox is able to
perform the desired action within her
allotted 42 rounds of scrying time. Assuming
she viewed the gnolls for three rounds
to begin with, then spent one round casting
the spell and recovering from the spell
casting, she has 13 rounds left to view the
results of her handiwork.

When a spell is cast through a scrying
device at a subject, the spell?s effect is
reduced and saving throws for the victims
are made at +4. Victims gain normal
saving throws against spells that normally
do not allow saving throws (e.g., magic
missile or slow), and successful saves
mean those spells have no effect.

If a DM anticipates that players will
abuse the use of such items, the items may
either be excluded from play or else limited
in some manner. Greater powers may
develop an interest in those who enjoy
attacking enemies in this fashion, or the
device-user might be attacked in turn by
another device-user whose allies were
attacked by the first device-user.



Table 11
Crystal Balls: Composition and Powers
1d100 Composition Color Possible poweres
01-05 Amber Gold Grants user immunity to all diseases
06-80 Crystal Clear No special powers
81-84 Chrysoberyl Yellow-green Grants user protection from magical or psionic possession
85-86 Emerald Bright green Viewer can use true sight once a day
for one turn
87-88 Jacinth Fiery orange Grants user immunity to fire
89 Moonstone Luminescent blue-white Grants user commune once per
month; also grants twice the usual
range during a full moon (for good
characters only)
90-91 Peridot Olive-green Deflection (see ?Special features?
section)
92-93 Ruby Clear red Saving throws at + 2 while using
device
94-95 Sapphire Clear blue Add 1 round per scryer's level for
scrying duration
96 Sapphire Black Commune once a month at twice the
range with a greater demon or devil
(evil characters only)
97-98 Star sapphire Blue with star Magic resistance of 50% while in
contact with crystal ball
99 Tourmaline Pale pink Grants user CHA of 18 while 
using device
00 Timestar Swirling clouds with blue star Can view past or future (Timestar is a gemstone possessed only by time elementals. This ability must be
limited at the DM's discretion.)

Other considerations
The subject of a scryer has the usual
chances to detect the scrying, as given in
the 1st Edition DMG on page 141. The
subject can also cast a detect magic spell to
detect such scrying, which will reveal the
local viewing point from which the scyer
is spying upon the subject. The viewing
point will appear in the same shape as the
scrying device (a ball for a crystal ball, a
large rectangle for a magic mirror, etc.).
The subject may cast dispel magic upon
the viewing point or the area around it,
immediately causing the scrying device to
cease functioning for one day per level of
the subject. The subject cannot otherwise
attack the device-user.



JULY 1989