GURPS does this
Chaldfont wrote:
> Has anyone seen a spell that reveals the exact time of day and/or
> date? How about a spell that gives your precise location (latitude &
> longitude or the D&D equivalent)?
In the real world, navigation drove the development of truly
accurate timepieces.
Latitude is easy to check every night unless the stars are
obscured. If your calendar is accurate, you can also check
it at local noon.
Longitude was always more difficult until accurate clocks
were developed. Then you could compare local time (based on
sunrise and sunset, or based on noon) with time back home
where you set the clock.
> I thought I'd make cheap magic items replicating a watch and a GPS
> unit for Eberron. It sounds like something that would fit right in.
Don't make it too easy. Remember that GPS depends on
external 'beacons' - the GPS satellites. Before GPS,
navigation was usually based on various different radio
beacons scattered in various places around the globe. LORAN
is still used as a GPS backup in critical systems such as
airplane navigation. Inertial navigation was and still is
used as a backup, but it's not really accurate enough for
one-shot-one-kill artillery. Before all of these was dead
reckoning, star readings for latitude, and clocks for
longitude.
In GURPS, there's a spell to tell the time. I very quickly
wondered if that was 'local' time or time at a known point,
and decided that there were two different versions of the
spell, and that between the two, longitude was easy to
measure.
Assuming that you measure local noon accurately, a clock
that is one minute off will give you a longitude error of
four degrees. At Earth's equator, that's less than 300
miles, I think.
Another option, that more closely resembles LORAN, is to
cast several new fifth level spells at known locations to
set up beacons. (Make them permanent.) Then, anyone who
visits one of these beacons can later cast a 0-level spell
to tell which direction the beacon is in. Cast the 0-level
spell twice to narrow your location down to two choices, or
three times to narrow it down precisely. Since the
accuracy is unlikely to be near perfect, learn as many
beacons as you can, and back up your navigation with a
sextant and a good clock.
> If I had to create the spells myself, I think I'd make the "clock"
> spell a 0 level divination. But the "GPS" spell might have to be
> higher level. With a precise map, you would never get lost. This
> sounds like 1st or 2nd level divination magic to me (as it would
> essentially be something like a +5 bonus to Survival checks to take 10
> and beat a DC 15).
I assume you mean that with a precise map and a GPS spell you'd never
get lost? In the US Army, I was always painfully surprised by how
easily other soldiers could get lost during land navigation training.
(Good map to compare to the terrain features around you and a magnetic
compass, and supposedly you've measured off how many steps you take to
travel 100 meters.) I never got lost, of course.
I'm not sure why most D&D world don't have good maps. In 3e edition,
you could, on a clear day, look down from several miles high with
Clairvoyance and draw an accurate map. With the 3.5e nerfing of
Clairvoyance, this is no longer possible, but you can still Levitate
very high up and draw your map that way.
Most DMs still allow Scrying to be used to look from a
specific location rather than forcing you to pick a target
creature even though that's been officially nerfed, so
that's still an option for map making.
> This leads me to another idea. How about a magical map that shows your
> exact location?
Makes things too easy for the PCs. And for NPCs with
similar magitech. Are you thinking of the Marauder's Map
in Harry Potter? Wonderful, and I had much fun with such a
map in a GURPS game long before Harry Potter, but you need
to be prepared to have such an item become an extremely
important part of your game.
NPCs can and will kill each other and your PCs for such a
map. Even if it merely shows your exact location, with only
ten miles or so of zooming out, without showing any other
creatures, it would still be worth fighting over.
off-topic :
One thing that disappointed me about Eberron was the
mechanics for the Dragon Mark Houses. Considering the vast
utility of even low-level spells, I think a better way to
handle it would have been to let Dragon Marked people
develop 1st level in a spellcasting class very easily, with
initial spells depending on which House. I'm very
disappointed that they chose a new (feat-based) mechanic
instead of using a pre-existing mechanic.
(Above I've already shown how useful 0-level spells can be
for a large number of people with a 9th level ally or
ruler.)
--index