Magical tracking powers

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FearMeForIAmPink
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Magical tracking powers

#1 Postby FearMeForIAmPink » Sun Sep 20, 2015 12:29 pm

Are there any supernatural tracking spells outside of core Savage Worlds?

I'm aware of Mind Rider and of Tracking Teeth in Stone and a Hard Place, but is there anything else?

Specifically the sort of thing where you can activate it (probably with some requirement of knowing about your target, or a sample of them or whatever).

Trying to create a power, but wanting to know if there's anything equivalent that could be used as a balance metric.

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Jounichi
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#2 Postby Jounichi » Sun Sep 20, 2015 12:38 pm

Divination?
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Enno
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#3 Postby Enno » Sun Sep 20, 2015 1:32 pm

Boost Tracking in the core rules.

Detect spells in Hellfrost.
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Zadmar
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#4 Postby Zadmar » Sun Sep 20, 2015 1:49 pm

Savage Vancian Magic has the following tracking spells:

Find Creature
School: Divination
Rank: Seasoned (Mage, Nightblade and Spellsinger)
Casting: Gestures, incantation and components
Range: Smarts x 4
Duration: 30 minutes per caster rank
Trappings: Ranged
  This spell allows you to sense the direction of a well-known or clearly visualized creature. If you wish to find a type of creature (which you must have seen before), the spell will reveal the direction of the nearest match within range. If you're trying to find a specific individual, you must have a very clear and accurate mental image, otherwise the spell will fail.
  This spell is blocked by running water, will not find objects, and can be fooled by Decoy, Detection Ward, and Polymorph spells.

Find Location
School: Divination
Rank: Heroic (Mage, Priest and Knowledge Sphere)
Casting: Gestures, incantation and focus
Range: Unlimited
Duration: Instant
  This spell requires ten minutes to cast, and allows you to discover the exact location of one particular creature or object, specified when the spell is cast.
  You must have previously touched the object or seen the creature (or possess something that was once theirs) in order to locate them. This spell bypasses all forms of protection other than Mental Shield.

Find Object
School: Divination
Rank: Novice (Mage, Spellsinger and Wayfare Sphere) or Seasoned (Nightblade and Priest)
Casting: Gestures, incantation and focus
Range: Smarts x 4
Duration: 3 minutes per caster rank
Trappings: Ranged
  This spell allows you to sense the direction of a well-known or clearly visualized object. If you wish to locate a general item, the spell will reveal the direction of the nearest matching item within range. If you're trying to find a specific item, you must have a very clear and accurate mental image, otherwise the spell will fail.
  This spell is blocked by lead (even a thin sheet), will not find creatures, and can be fooled by the Improved Polymorph spell.

Find Route
School: Divination
Rank: Veteran (Priest, Shaman, Spellsinger, Knowledge Sphere and Wayfare Sphere)
Casting: Gestures, incantation and focus
Range: Touch
Duration: 30 minutes per caster rank
Trappings: Direct and Beneficial
  This spell grants one creature the ability to innately know the shortest route into or out of one specific location, chosen when the spell is cast. The spell also imparts knowledge of how to bypass anything that blocks the route, including traps and magical wards, but it cannot predict the actions of creatures.
  The creature can automatically escape a Labyrinth spell as a normal action.
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Snate56
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#5 Postby Snate56 » Sun Sep 20, 2015 3:34 pm

Or just plain flat Tracking with magic trappings. It has the advantage of not costing power points.




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FearMeForIAmPink
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#6 Postby FearMeForIAmPink » Sun Sep 20, 2015 4:00 pm

Enno wrote:Detect spells in Hellfrost.


What do the detect spells do in that, roughly?

Essentially after other stuff to crib from for a custom power, one that is converted from "If you know stuff about someone, you can find them", but looking at the options for making that not be brokenly overpowered in Deadlands.

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#7 Postby kronovan » Mon Sep 21, 2015 1:51 am

In addition to the spells already mentioned, there's Detect/Obscure Arcana. Which if cast for the detect function could be used to discern the residual magic left behind by an arcane beast or NPC.

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#8 Postby Ornimancer » Mon Oct 26, 2015 3:37 am

Personally, I like the idea of using Summon Spirit from the Horror Companion, and have an appropriate spirit Tasked with the search.

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#9 Postby Snate56 » Mon Oct 26, 2015 4:05 am

Yeah, but... what if it's a lousy tracker?




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#10 Postby SeeleyOne » Mon Oct 26, 2015 10:57 am

Then you summoned the wrong spirit to do it? :)
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