Mephibosheth
2006-11-28, 01:12 PM
Greetings!
On the Community World Building Forum (http://www.giantitp.com/forums/forumdisplay.php?f=19) made some substantial alterations to the traditional D&D race roles. One of these alterations is the establishment of the halfling race as a dominant maritime power based on a number of island chains, engaged in worldwide trade (and piracy). Because of this maritime focus, it was proposed that we develop some unique magical navigational aids developed by the halflings (whose ship technology is fairly advanced). To this end, I have crafted a few navigational spells and I'd appreciate some input from the boards on the balance and utility of these spells.
Plot Position (Divination)
Level: Brd 3, Clr 4, Navigation 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No
During the casting of this spell, the caster spreads out a map and places a crystal on the map. The crystal and the map then move to show the caster’s exact location on the map. If the caster is above sea level, the crystal hovers above the map. If the caster is below sea level, the map hovers above the crystal. The spell automatically adjusts to the scale of the map used, including for distances above and below sea level.
This spell in no way alters the map or crystal used. It does not add detail to the map, nor does it correct any inaccuracies in the map used.
Focus: A map and a piece of crystal, spread out on a flat surface.
Mapmaking (Transmutation)
Level: Clr 4, Navigation 4, Sor/Wiz 3
Components: S, M
Casting Time: 10 minutes
Range: Close (25 feet + 5 ft./2 levels)
Target: One map or writing surface
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell can either craft a new map or it can enhance and correct an existing map. During casting, the caster spreads the material component on a flat surface and specifies the location he/she desires to map. Over the course of the casting, an accurate map of the desired location (up to 500 square miles) is created on the medium. If the medium is already a map, any errors are corrected and detail is enhanced as necessary. In order to map an area, the caster must have been physically present within the boundaries of the area or experienced the area through a divination spell of 3rd level or higher (or an equivalent), but does not need to be familiar with the entire location, nor does the caster's memory of the location need to be perfect.
Maps created by this spell are reasonably detailed and exceedingly accurate. They show mountain ranges and hills, major rivers and other bodies of water, major cities and roads, and other prominent geographical features (forests, deserts, etc).
Material Component: A map or writing surface (paper, hide, parchment, etc) of at least 10” x 10”. This material component becomes the map and so cannot be reused.
B’Artaign’s Selective Location
Level: Navigation 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 10 minutes
Range: Unlimited (see text)
Target: 10 creatures/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell functions similarly to Plot Position, with the exception that it allows the caster to find the location of a number of creatures equal to 10/level. These creatures must be linked by a common characteristic (i.e. all Plaguetouched, all Iron Golems, all magic users, etc). This characteristic can be of any level of specificity.
To cast this spell, the caster spreads a map out on a flat surface and places a pile of small stones or markers in the center of the map. As the spell is cast, the stones spread out to show the exact location of one of the members of the specified group (similar to the functioning of Plot Position. The spell reveals all creatures (up to the spell’s limit) within the area shown on the map, regardless of the size of the map.
Focus: A map and a number of small stones or markers.
Stay on Course (Divination)
Level: Brd 1, Clr 2, Navigation 2, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Upon casting this spell, the caster specifies by name a specific location (the name of a city, address, geographical feature, etc). He/she then knows when he/she is on course to arrive at that location. He/she does not know exactly how to get there, but rather is alerted whenever he/she strays from the correct course. The spell selects the shortest, most direct physical route to the specified location, but does not take into account objects or creatures along that route, nor does it alert the caster of specific actions to take in order to successfully arrive at the destination. However, it does select a course that avoids relatively permanent physical obstacles (walls, chasms, mountain ranges, etc) wherever possible. Both the caster and the specified location must be on the same plane, and must be within 100 miles of each other. The spell lasts until the duration expires or the caster arrives at the destination.
Focus: A map showing the terrain around the specified location. This map doesn’t have to include the route between the caster and the location, nor does it have to be extremely detailed or accurate.
Navigation Domain
Granted Power: The character adds Survival and Knowledge (Geography) to his/her list of class skills. The character also gains the ability to use Know Direction as a spell-like ability 3 times/day.
Navigation Domain Spells
1. Locate Object
2. Stay on Course
3. Plot Position
4. Mapmaking
5. Freedom of Movement
6. B’Artaign’s Selective Location
7. Find the Path
8. Discern Location
9. Teleportation Circle
Map of Memory – Major Wondrous Item
One of Cartogromancy’s greatest contributions to the navigator’s art is the development of this rare and powerful item. To all outward appearances, the Map of Memory appears to be an ordinary map, worn and faded from long use. It is a large map, about 36 inches long on each side, and written on well-tanned hide. To those who know its secret, however, it is a tool of inestimable value. The Map of Memory is a map that is constantly growing in size and detail as its owner’s geographic knowledge increases. If the owner passes over an area, the Map of Memory adds major features of that area to its corpus of geographical information. The Map of Memory is thus always increasing in size and detail as its owner experiences new places and looks at new maps. However, the Map of Memory does not record verbal descriptions of locations, so if someone gives the owner directions, those directions do not appear on the map until the owner actually traverses the territory.
In addition to its mapping powers, the Map of Memory can show any portion of the information it contains at any resolution, allowing the owner to see the entire world in little detail or a specific location in great detail. The Map only records major landmarks (large cities, street names, named geographical features, etc), though the owner can take a Standard Action to make it include something it normally wouldn’t (the location of a specific house or a small pond, for example).
Moderate Divination; CL 5; Craft Wondrous Item, Mapmaking; Price 30,000 gp; Weight 2 lbs
My primary concern is the balance of these creations, but I'm also concerned that their application is so specific that few people will learn and use the spells. Any input you have on making them more balanced and more interesting would be welcome. Also, if anyone has any ideas for expanding the discipline of magical navigation, post up!
Mephibosheth
On the Community World Building Forum (http://www.giantitp.com/forums/forumdisplay.php?f=19) made some substantial alterations to the traditional D&D race roles. One of these alterations is the establishment of the halfling race as a dominant maritime power based on a number of island chains, engaged in worldwide trade (and piracy). Because of this maritime focus, it was proposed that we develop some unique magical navigational aids developed by the halflings (whose ship technology is fairly advanced). To this end, I have crafted a few navigational spells and I'd appreciate some input from the boards on the balance and utility of these spells.
Plot Position (Divination)
Level: Brd 3, Clr 4, Navigation 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No
During the casting of this spell, the caster spreads out a map and places a crystal on the map. The crystal and the map then move to show the caster’s exact location on the map. If the caster is above sea level, the crystal hovers above the map. If the caster is below sea level, the map hovers above the crystal. The spell automatically adjusts to the scale of the map used, including for distances above and below sea level.
This spell in no way alters the map or crystal used. It does not add detail to the map, nor does it correct any inaccuracies in the map used.
Focus: A map and a piece of crystal, spread out on a flat surface.
Mapmaking (Transmutation)
Level: Clr 4, Navigation 4, Sor/Wiz 3
Components: S, M
Casting Time: 10 minutes
Range: Close (25 feet + 5 ft./2 levels)
Target: One map or writing surface
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell can either craft a new map or it can enhance and correct an existing map. During casting, the caster spreads the material component on a flat surface and specifies the location he/she desires to map. Over the course of the casting, an accurate map of the desired location (up to 500 square miles) is created on the medium. If the medium is already a map, any errors are corrected and detail is enhanced as necessary. In order to map an area, the caster must have been physically present within the boundaries of the area or experienced the area through a divination spell of 3rd level or higher (or an equivalent), but does not need to be familiar with the entire location, nor does the caster's memory of the location need to be perfect.
Maps created by this spell are reasonably detailed and exceedingly accurate. They show mountain ranges and hills, major rivers and other bodies of water, major cities and roads, and other prominent geographical features (forests, deserts, etc).
Material Component: A map or writing surface (paper, hide, parchment, etc) of at least 10” x 10”. This material component becomes the map and so cannot be reused.
B’Artaign’s Selective Location
Level: Navigation 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 10 minutes
Range: Unlimited (see text)
Target: 10 creatures/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell functions similarly to Plot Position, with the exception that it allows the caster to find the location of a number of creatures equal to 10/level. These creatures must be linked by a common characteristic (i.e. all Plaguetouched, all Iron Golems, all magic users, etc). This characteristic can be of any level of specificity.
To cast this spell, the caster spreads a map out on a flat surface and places a pile of small stones or markers in the center of the map. As the spell is cast, the stones spread out to show the exact location of one of the members of the specified group (similar to the functioning of Plot Position. The spell reveals all creatures (up to the spell’s limit) within the area shown on the map, regardless of the size of the map.
Focus: A map and a number of small stones or markers.
Stay on Course (Divination)
Level: Brd 1, Clr 2, Navigation 2, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Upon casting this spell, the caster specifies by name a specific location (the name of a city, address, geographical feature, etc). He/she then knows when he/she is on course to arrive at that location. He/she does not know exactly how to get there, but rather is alerted whenever he/she strays from the correct course. The spell selects the shortest, most direct physical route to the specified location, but does not take into account objects or creatures along that route, nor does it alert the caster of specific actions to take in order to successfully arrive at the destination. However, it does select a course that avoids relatively permanent physical obstacles (walls, chasms, mountain ranges, etc) wherever possible. Both the caster and the specified location must be on the same plane, and must be within 100 miles of each other. The spell lasts until the duration expires or the caster arrives at the destination.
Focus: A map showing the terrain around the specified location. This map doesn’t have to include the route between the caster and the location, nor does it have to be extremely detailed or accurate.
Navigation Domain
Granted Power: The character adds Survival and Knowledge (Geography) to his/her list of class skills. The character also gains the ability to use Know Direction as a spell-like ability 3 times/day.
Navigation Domain Spells
1. Locate Object
2. Stay on Course
3. Plot Position
4. Mapmaking
5. Freedom of Movement
6. B’Artaign’s Selective Location
7. Find the Path
8. Discern Location
9. Teleportation Circle
Map of Memory – Major Wondrous Item
One of Cartogromancy’s greatest contributions to the navigator’s art is the development of this rare and powerful item. To all outward appearances, the Map of Memory appears to be an ordinary map, worn and faded from long use. It is a large map, about 36 inches long on each side, and written on well-tanned hide. To those who know its secret, however, it is a tool of inestimable value. The Map of Memory is a map that is constantly growing in size and detail as its owner’s geographic knowledge increases. If the owner passes over an area, the Map of Memory adds major features of that area to its corpus of geographical information. The Map of Memory is thus always increasing in size and detail as its owner experiences new places and looks at new maps. However, the Map of Memory does not record verbal descriptions of locations, so if someone gives the owner directions, those directions do not appear on the map until the owner actually traverses the territory.
In addition to its mapping powers, the Map of Memory can show any portion of the information it contains at any resolution, allowing the owner to see the entire world in little detail or a specific location in great detail. The Map only records major landmarks (large cities, street names, named geographical features, etc), though the owner can take a Standard Action to make it include something it normally wouldn’t (the location of a specific house or a small pond, for example).
Moderate Divination; CL 5; Craft Wondrous Item, Mapmaking; Price 30,000 gp; Weight 2 lbs
My primary concern is the balance of these creations, but I'm also concerned that their application is so specific that few people will learn and use the spells. Any input you have on making them more balanced and more interesting would be welcome. Also, if anyone has any ideas for expanding the discipline of magical navigation, post up!
Mephibosheth