New & Special Spells (Inactive and Needing GM Approval):
Telemetry Preparation (Alteration)
This spell is preparatory in nature. When cast upon an object it begins to alter the object, bestowing upon it a unique and distinct identifying signature. At a later time, a second spell (Telemetry) is cast and the exact location (and other information, see below) of the object of the first spell becomes known.
In the first round of casting Telemetry Preparation, a high magic aura about the target. With the next 9 rounds that magic reduces steadily to a normal, non-magical level. The spell has altered the physical properties of the object in a very obscure way and in no way does this effect function. Casting a successful Dispel Magic at this point will disrupt the spell. Casting the Dispel Magic after round 10 will accomplish nothing.
The object can be mundane or magical in nature and no saving throw is required. The spell can not be cast upon a living thing however those magic items that are animate in nature may receive a save versus magic if it is unaware of the casting or is openly hostile. The spell is in no way is a form of attack.
Telemetry Preparation only effectively functions when its counterpart, Telemetry, is cast in order to obtain the divinational information upon the magically altered object (of the first spell).
Telemetry Preparation in no way enhances the effects or increase the likelihood of detection by any other divinations. These spells include; Locate Object, Clairvoyance, Clairaudience and others. The only way for a divination to work is when Telemetry is cast.
Parameters and definition of an object: Any object that fits in a 10 foot cube. Alternately the spell may be cast upon a stable, solid, unmoving surface, like a wall or floor. The magical area here would extend over a 10 x 10 foot area.
Any twin-crystal mineral or gemstone with a minimum value of 100 gps. When cast, the entire crystal becomes magic (and remains so), then one half is consumed in the spell. The magical half remains so until dispelled or destroyed in which case the second spell (Telemetry) can not function. Casting a successful Dispel Magic on the crystal half renders the object non-magic permanently.
* Some Possible Alternate Modifications:
The device the spell is cast upon remains magical at all times.
The device the spell is cast upon is altered in the round of casting and after that becomes non-magical.
The spell may be cast upon living things and a saving throw is required.
Range is reduced to Touch.
The half-crystal after a Dispel Magic is only inoperable for 2 rounds.
Telemetry (Divination)
This spell is divinatory in nature. When cast on the specific second half of the twin-crystal prepared in the above spell (Telemetry Preparation), information concerning the mageís and the prepared objectís location become exactly known.
This information includes;
Exact location [multiversal coordinates] in space and time
Relative distance between mage and object
Direction of mage and object
Relative elevation/depth
If either or both are in motion then relative speed and direction of travel.
If the object being located are separate by a plane of existence then there is only a 5% per level of the caster that location and knowledge will be successful at any given casting. Though the mage may try again.
The information is constant and continuously updated. The stream of information lasts for 1 hour per level of caster. If separated by a plane, 1 round per level of caster.
The material components are the other half of the twinned crystal and any small rod-shaped piece of rutilated quartz, neither of which is consumed in the process. The mage can readily identify which crystal belongs to which object. The spell is simply a specific pattern of passes of the rod over the one crystal, during the casting time.
If a Clairvoyance, Clairaudience, Magic Font or a crystal ball (or similar power) were used either during or after, the exact location could be targeted (provided the object had not moved, one could still scan the area but the object would no longer be present). Locales have now become known, familiar and obvious. This information is still valid and useful (though it may not be current or accurate) even after the Telemetry ends.
This spell has the benefit to aid in teleportation via Teleport spell. A place, occupied by an object, once divined becomes Studied Carefully and in conjunction with a visual divination, a Clairvoyance, Magic Font, crystal ball etc. moves to the Very Familiar category. Teleport without Error is equally effected.
The reverse of Locate Object, Obscure Object will effectively stop the Telemetry spell from initially triggering if cast and in effect before Telemetry is cast. If the obscure is cast while Telemetry is divining an object, it disrupts the spell. Other spells, Sequester and Screen block the functioning of this spell as well.
The spell Misdirection has no effect on Telemetry. True Seeing shows only that something unique and different is about the object. With the Non-detection spell, Telemetry is considered a divination and a save versus spell (casterís save) is required and if successful results in the divination failing. With Detect Scrying, only when a Telemetry spell is currently in effect, the object makes a save (casterís save) and if it fails the standard information is gathered about the diviner.
If the object is in a Minor/Major Globe of Invulnerability, the Telemetry spell is temporarily rendered non-function for the duration of the object in the functioning globe. A False Vision spell works as it applies to the object in question.
* Some Possible Alternate Modifications:
If the object is the possession of a god or god-like power then a save versus spells is granted, otherwise there is no save.
This spell has the additional benefit to aid in teleportation via Teleport spell. If the Telemetry and Clairvoyance-type effect are both currently active then, Teleport becomes Teleport without Error and this including transplanar crossings.
Other additional information obtained includes: The knowledge that within a 10í radius of the telemetrying object a zone of safety exists. This indicator tells whether the area about the object is safe or unsafe for Teleport. The conditions are of a general material nature and with respect to only those things that would inhibit a successful Teleport. For example, if the object and the entire surrounding area waste encased in clear crystal (certainly an unhealthy condition), the spell would indicate an unsafe situation. However, if the object was the focus of an ambush upon the potential teleporter by a hiding thief, the spell would indicate a safe situation. As long as there was enough room for a successful teleport and the space was occupied by nothing that would make the teleport go awry, the spell would indicate a safe condition existed.
If the object, during the initial casting of Telemetry or anytime in its duration, comes within 10 feet per level of caster (Telemetry) of one or more other previously prepared objects by the same mage then a resonance field occurs making the caster aware of the identities of these objects as well.
Telemetry can only be cast once, the half crystal material component is consumed.
GM Feedback
To keep things in perspective, consider the 7th level spell, Drawmij's Instant Summons. First, the caster prepares an item by naming it and writing the item's name on a gem. Later, the caster completes the spell by crushing the gem. This teleports the item to the caster unless the item is possessed by another being. If possessed, the caster instead receives information about the location and possessor of the item. The info is more detailed if the item had previously had a wizard mark spell cast upon it.
The most important part of this spell is the summoning. Remove the summoning (a fifth level teleport equivalent), and you get a third or fourth level spell. (Also compare with Locate Object.) This would be for a spell exactly like Drawmij's, but with no summoning, just the info. But this spell would not suit you because it costs like 5,000 gp per casting and only works once. Let's say instead the spell requires a 500 gp gem, which would not be crushed but which could be reused. Otherwise exactly like Drawmij's. Let's call that a 5th level spell. That would be for one spell, not two. The preparation (touching and naming the object; writing the name on the gem) would not be a spell. But if you cast Wizard Mark as part of the preparation, it would enhance the functioning of the spell.
So I've come to a spell that you prepare with no magic, just touching, naming, and scribing the gem. You could optionally cast a Wizard Mark. Thereafter you could cast the spell and get a general idea of location and possessor, if any. This is not the spell you described, but it is an option. Or one step on the path.
Now, let's consider variations.
First, breaking the preparation into its own spell. In my opinion, this does not affect game balance because it is easy to cast a spell in the downtime between adventures. If the casting time on the preparation spell is an entire day or longer, then the level of the main spell would drop by one, I deem.
Second, what would a preparation spell do? The obvious answer is that it would make the object easier to locate by tagging it somehow. Drawmij's uses a name and touch tag. Your initial idea was a physical tag, in which the physical nature of the object would change in smoe undetectable but distinctive way. A second idea would be to use a magical tag, like a Wizard Mark, although that would be detectable. Another idea that has occurred to me might be an Astral or Ethereal tag, like the Silver Cord of Astral Travel, which would have drawbacks and advantages of its own.
By the way, I have a problem visualizing the physical tag as you describe it. If the physical tag is non-magical, it must be explainable (within reason) by real world science, right? So what kind of unique and non-detectable physical signature could one give an item that would also leave all functionality unaffected? Do you mean some kind of microscopic or molecular change? What would that be?
Third, size. You suggest "anything that would fit in a ten-foot cube" or even on a section of floor or wall. This is larger than allowed by the Drawmij's, I believe.
Fourth, range. you suggest 5 yards per level. In keeping with the Drawmij's, I suggest touch.
Fifth, duration and depth of info. You suggest a fairly long duration, but the Drawmij's functions for but a round, I deem. I suggest that the casting result in one fix being obtained. For another fix, cast again. You also suggest that relative velocity would be discovered, which is once again beyond the scope of the toned down Drawmij's.
Summary:If you take Drawmij's and strip out the summoning part, you get a third level spell. That's with no Preparation spell, small item, one round duration, touch range, 5,000 gp gem that is consumed, tag that consists solely of touching and naming, possibly aided by Wizard Mark. Now, if you start to add in modifications, like a less costly and reusable gem, bigger object, more detailed info, etc, then you start to increase the level. You can also decrease the level by accepting real disadvantages, like a preparation spell that takes days to cast, like making the object detect as magic the whole time, etc.
At this point, you propose me a revised more final spell (or spells), and I'll tell you what level I would consider it.
What's New Abrac? | 9 February 99 | Eternal Site Map
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)