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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Spells / Locate

Locate

Spells · Divination

School Divination
Complexity 1
Strain 3
Casting Ritual (10 minutes)
Duration Instant
  • Detection

You spread your mind across the Aether to find something you know but can't find. Choose one specific creature, object or place you can uniquely identify (a particular person, a specific item, a named place). Vague categories ("any trap", "a secret door", "something valuable") don't work. Range: 1 mile; beyond it you sense nothing.

After the ritual, make your Channeling check against the normal spell DC, then apply these adjustments:

  • Familiarity: 1 level of Disadvantage if you've never seen the target; ignore it if you have a strong sympathetic link (a personal belonging, blood, a true name; GM's call).
  • Obscurity (the GM picks one): Open (0) no change; Hidden (1) 1 level of Disadvantage (behind a door, in a chest, in a crowd); Secret (2) 2 levels (a concealed compartment, disguised, deliberately masked); Warded (3) 3 levels (magical protection, anti-divination, sanctified ground).
  • Failure: a weak, hard-to-read signal. The GM tells you whether the target is in range and gives only a vague bearing ("northwest-ish" or a broad sector), with no reliable distance. The signal may drift toward a near-match or related clue.
  • Success: an accurate general direction and a rough distance (very near, near, far, very far, or an estimate).
  • Critical success: exact direction and a reliable distance, plus one extra detail (the GM picks or rolls): moving or still, indoors or outdoors, above or below you, heavily or lightly guarded, or behind strong wards.
  • Critical failure: a strong but useless result: static with no direction, or a confident false lead toward a decoy or near-match. Either way your seeking leaves a trace that can cause a complication (wards notice, the target feels watched).

Optional Modifiers

  • Find the Path (+1): You also sense the best or fastest route to the target's general area (the GM adjudicates).
  • Far Seeking (+1*): Increase the range by one step per purchase: 1 → 5 → 25 → 100 miles.
  • Pierce Wards (+2): Reduce the target's Obscurity by 1 step (minimum Open). [5+ ranks]