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*Pathfinder & Starfinder
Clock spell and GPS Spell?
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<blockquote data-quote="index" data-source="post: 1648420" data-attributes="member: 21195"><p><strong>GURPS does this</strong></p><p></p><p>Chaldfont wrote:</p><p></p><p>> Has anyone seen a spell that reveals the exact time of day and/or</p><p>> date? How about a spell that gives your precise location (latitude &</p><p>> longitude or the D&D equivalent)?</p><p></p><p>In the real world, navigation drove the development of truly</p><p>accurate timepieces.</p><p></p><p>Latitude is easy to check every night unless the stars are</p><p>obscured. If your calendar is accurate, you can also check</p><p>it at local noon.</p><p></p><p>Longitude was always more difficult until accurate clocks</p><p>were developed. Then you could compare local time (based on</p><p>sunrise and sunset, or based on noon) with time back home</p><p>where you set the clock.</p><p></p><p>> I thought I'd make cheap magic items replicating a watch and a GPS</p><p>> unit for Eberron. It sounds like something that would fit right in.</p><p></p><p>Don't make it too easy. Remember that GPS depends on</p><p>external 'beacons' - the GPS satellites. Before GPS,</p><p>navigation was usually based on various different radio</p><p>beacons scattered in various places around the globe. LORAN</p><p>is still used as a GPS backup in critical systems such as</p><p>airplane navigation. Inertial navigation was and still is</p><p>used as a backup, but it's not really accurate enough for</p><p>one-shot-one-kill artillery. Before all of these was dead</p><p>reckoning, star readings for latitude, and clocks for</p><p>longitude.</p><p></p><p>In GURPS, there's a spell to tell the time. I very quickly</p><p>wondered if that was 'local' time or time at a known point,</p><p>and decided that there were two different versions of the</p><p>spell, and that between the two, longitude was easy to</p><p>measure.</p><p></p><p>Assuming that you measure local noon accurately, a clock</p><p>that is one minute off will give you a longitude error of</p><p>four degrees. At Earth's equator, that's less than 300</p><p>miles, I think.</p><p></p><p>Another option, that more closely resembles LORAN, is to</p><p>cast several new fifth level spells at known locations to</p><p>set up beacons. (Make them permanent.) Then, anyone who</p><p>visits one of these beacons can later cast a 0-level spell</p><p>to tell which direction the beacon is in. Cast the 0-level</p><p>spell twice to narrow your location down to two choices, or</p><p>three times to narrow it down precisely. Since the</p><p>accuracy is unlikely to be near perfect, learn as many</p><p>beacons as you can, and back up your navigation with a</p><p>sextant and a good clock.</p><p></p><p>> If I had to create the spells myself, I think I'd make the "clock"</p><p>> spell a 0 level divination. But the "GPS" spell might have to be</p><p>> higher level. With a precise map, you would never get lost. This</p><p>> sounds like 1st or 2nd level divination magic to me (as it would</p><p>> essentially be something like a +5 bonus to Survival checks to take 10</p><p>> and beat a DC 15).</p><p></p><p>I assume you mean that with a precise map and a GPS spell you'd never</p><p>get lost? In the US Army, I was always painfully surprised by how</p><p>easily other soldiers could get lost during land navigation training.</p><p>(Good map to compare to the terrain features around you and a magnetic</p><p>compass, and supposedly you've measured off how many steps you take to</p><p>travel 100 meters.) I never got lost, of course.</p><p></p><p>I'm not sure why most D&D world don't have good maps. In 3e edition,</p><p>you could, on a clear day, look down from several miles high with</p><p>Clairvoyance and draw an accurate map. With the 3.5e nerfing of</p><p>Clairvoyance, this is no longer possible, but you can still Levitate</p><p>very high up and draw your map that way.</p><p></p><p>Most DMs still allow Scrying to be used to look from a</p><p>specific location rather than forcing you to pick a target</p><p>creature even though that's been officially nerfed, so</p><p>that's still an option for map making.</p><p></p><p>> This leads me to another idea. How about a magical map that shows your</p><p>> exact location?</p><p></p><p>Makes things too easy for the PCs. And for NPCs with</p><p>similar magitech. Are you thinking of the Marauder's Map</p><p>in Harry Potter? Wonderful, and I had much fun with such a</p><p>map in a GURPS game long before Harry Potter, but you need</p><p>to be prepared to have such an item become an extremely</p><p>important part of your game.</p><p></p><p>NPCs can and will kill each other and your PCs for such a</p><p>map. Even if it merely shows your exact location, with only</p><p>ten miles or so of zooming out, without showing any other</p><p>creatures, it would still be worth fighting over.</p><p></p><p>off-topic :</p><p>One thing that disappointed me about Eberron was the</p><p>mechanics for the Dragon Mark Houses. Considering the vast</p><p>utility of even low-level spells, I think a better way to</p><p>handle it would have been to let Dragon Marked people</p><p>develop 1st level in a spellcasting class very easily, with</p><p>initial spells depending on which House. I'm very</p><p>disappointed that they chose a new (feat-based) mechanic</p><p>instead of using a pre-existing mechanic.</p><p></p><p>(Above I've already shown how useful 0-level spells can be</p><p>for a large number of people with a 9th level ally or</p><p>ruler.)</p><p></p><p>--index</p></blockquote><p></p>
[QUOTE="index, post: 1648420, member: 21195"] [b]GURPS does this[/b] 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 [/QUOTE]
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