Charm of Finding

Art: Divination

Ruling Planet: Mercury, Pluto

Sphere: Common

The purpose of this charm is to find that which has gone missing, every blessed thing under the sun within the limits of the practitioner’s experience of the Mortal World and his craft of magick.

IF the caster also has the Clairvoyance Spirit Skill, its SL is added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it does NOT raise the casting DV, as using a greater amount of POT normally would).

While a goodly portion of this magick description concerns finding the specific things, creatures and beings that have gone missing which are at once familiar and dear, the caster is certainly free to use the “Finding” in a more general manner, in order to find the nearest creature, being, or object or quantity of a substance by type – elf, dwarf, human, whether male or maiden, or ox, or horse, farm, village, town, river ford, etc., any of those things in general with which he may be familiar through previous personal experience. A lock of elfin hair may be used to trace the location of the particular elf that lock of hair came from, OR it may be used more generally to trace the location of the nearest member of that race, or of the same kindred of that race. It may be tuned to search for a particular herb, tree, shrub, or other plant, especially if the caster has a sample. While a feather from a gryphon can be used to track the specific gryphon from which it came, it can be used like the lock of elf hair to trace the nearest representative of that species, or nearest flock, as the flower of a plant can be used to trace the specific plant, or used to find the nearest one of those plants of the same species, or the nearest and greatest concentrations of them. In the same vein, the Finding can be used to find the locations of the elements themselves, using a sample of ore to find more of the same kind, to find water, especially stipulating pure, potable water safe for drinking, or fires, and so on.

By use of this dweomer, the caster may seek only one item, creature or being or type of thing, material, creature, or being by type, at a time, however. If the caster wishes to change that which he wishes to “Find”, he must cast the dweomer anew.

No matter what it is that the caster has used it on, a “Read” dweomer can provide a vibrational tie that can be used for the purposes of anchoring the casting of a “Finding” of equal or lesser POT to the “Read” used to anchor it.

The “Finding” is NOT an AoE magick in the manner of the “Seek Hidden” or “Reveal”. There is no effective limit on the range at which anything may be found. For the purposes of magick, distance and space in the mortal world are illusions.

If an object, creature or being sought by use of this charm is familiar to the caster through previous personal experience, one of the most common uses for this magick, he need no greater tie to it/her/him for the dweomer to be effective, and bonds of Resonance can be used to enhance the effect of the dweomer normally.

IF an object sought had no previous owner, or none of the previous holders possessed the object for the period of time required to ingrain their vibration, the item carries no traceable vibration except through its maker, if that person can be discovered. The only way around this would be if the object sought were part of a set of some sort (i.e., a craftsman’s tools, chess pieces) and the caster has any part the rest of the set to anchor the charm, to provide a bond of Resonance.

IF an item sought through this dweomer is smaller than [40 – (SPT att. mod. + POT)] feet, or [40 – (SPT att. mod. + POT)] in (modified) STA score in the case of creatures or beings, a SPT check is required for the dweomer to actually locate it once the dweomer is successfully cast. Otherwise, success is guaranteed. “Finding” can also be performed on any object creature or being one can see by Scrying or Second Sight, provided the POT of the Scrying and the SL of the Second Sight are equal or greater than the POT of the Finding.

On the successful loosing of the dweomer, one of two things happens, depending on the use to which the “Finding” has been put.

IF the caster is trying to “Find” a specific object, creature, or being and has a link to it or them sufficient for the dweomer, as described in detail earlier, the dweomer provides him with an unfaltering and unerring directional sense tied to the item, creature or person sought, a “bump” of direction that tells him when he is facing the exact direction in which the subject of the “Finding” dweomer lies. This is an absolute direction sense, true as the bird flies, the same as that provided by a “Charm of Direction”, it does NOT take into account any natural barriers such as mountains, marshes, rivers or the like that may lie in that direction between the caster and the subject of his “Finding”, nor reveal to the caster the surest, quickest, or easiest route.

IF the caster is using the “Finding” for a global search, where he is spreading his consciousness out in every direction, riding the wave of the dweomer like a bubble looking for a particular substance, or type/species of creature or being or plant, it/they must be familiar to the caster through previous personal experience to make the charm work, the same as the objects, creatures and beings described above.

When used in this manner, the dweomer carries the caster’s consciousness outward in a sphere up to [(SPT) + (POT)] miles in radius, in ALL directions (excluding under earth), informing the caster of the locations up to (POT) instances of that for which he has tuned the dweomer to “Find”. These are always the first (POT) locations arranged in order from greatest to least, and no clues given if there are any more to be “Found”, if more should be present.

The specifics of the parameters of the search determines much – if “any” are accepted, the magick reveals the closest first; if more than one is present at similar range, the magick highlights to the caster’s senses the greatest concentrations first.

For example, if he is looking for fire, the 100 hearth fires burning in the nearby village, or the 75 campfires of an encamped army should attract his attention first. He will sense the herd of 100 deer before he finds the lone buck out on his own; the 1,000’s of humans in the city far away before the family of five on their isolated country homestead; when looking for coal deposits, or lead, or silver, or gold, the richer the vein, the easier to find them; and the same if looking for crystal or gem deposits. Of course, the deeper underground these are the longer they must take to find/feel.

The smaller the concentration and the more specific the search being conducted, the higher the DV and the longer it takes for the caster to sort through all of those that he senses before he finds the one he wants, if he is being choosey.

The player must specify the parameters of the search, whether he is seeking any elfs or a specific kindred of them; only males or only females; or pregnant females; whole families; a particular bloodline with which he is familiar through previous personal experience; or only in a particular direction (specific cardinal compass direction), and so on. Each such criteria added to a search of a more general nature increases the DV to cast in a Progressive manner, where using the Finding for a specific object, creature or being that is familiar through previous personal experience carries no such casting DV penalty.

IF desired, the caster may choose to maintain his “Finding” dweomer in order to hold the locations marked by it and then cast again so as to ignore those results to determine if there are any additional locations of that which he seeks to “Find” in the vicinity. This can be very helpful when Finding creatures or beings by type or species, or plants by species, or elements like water or fire, and the like.

IF such a “Finding” is fruitless in the immediate area, the caster may push forward from there, using the magick to send his senses outward to “feel” for what he wants, but a successful (SPT att. mod. + POT) check on d100 will be required for every additional (SPT) OR (POT) miles of radius, whichever is less, that he expands the search to determine if the caster has noticed the presence in that expanded area of that which he has tuned the dweomer to “Find”.

Where that which is sought is buried under earth and stone, such as an ore, cache of raw gems, large pockets of air and/or water (caverns), or the like, the dweomer only reaches (SPT + POT) rods in depth rather than miles, and the DV for pushing the search deeper is also be measured in rods.

Each step the caster pushes his “Finding” outwards assumes (DV) CS’s in concentration and meditation to obtain.

 

The DV for these checks are Progressive for the number of checks already made.

The DV is reduced by the number or amount concentrated in a single location – down to 3/4th’s the base if the number is 10 or greater; down to 1/2 normal if the concentration is 100 or greater; down to 1/4th normal if the concentration is greater than 1,000. This is a rule of thumb and should be modified according to the specific situation and the GM’s discretion. The GM will note the lack of any unit of measure associated with these quantities. That is left to his best judgment, according to the nature of what it is the caster is trying to “Find”.

 

IF there is more than one location “Found”, the caster must choose which he is most interested in to tie the dweomer to in order to achieve the “bump” of direction to it as described earlier, for the dweomer will only provide the direction sense for one for one location.

As long as the dweomer is maintained, the caster may use it to anchor the casting of dweomers such as “Way Finder” or “Path Finder”, “Trail Blazer”, “Guiding Star”, “Compass Charm”, or some similar charm to mark the direction or trail out for him or his cohorts or agents to follow in order to find their way to the location of the subject of the “Finding”.

The caster can also use a “Measuring Rod” to measure the distance from his location to that of the subject of the “Finding”. Like the “Compass Charm”, however, this can only give a straight linear distance between the two points, regardless of any intervening obstacles. The distance can be measured accounting for the topography between, BUT the caster must be sure to stipulate that he is using the “Surveyor’s” measure, and it still yields a straight-line measure, not necessarily the length of the route that must be travelled to get there.

IF the caster wants a visual reference in order to show either a client or his compatriots, the “Finding” may be used to anchor the casting of the “Cartographer’s Charm”aspect of the “Scrivener’s Charm”, which then renders for him a map in the style he is most used to seeing and plot on it as accurately as it can the location of the subject of the “Finding”.

The caster may also use the “Finding” AND a “Trail Blazer” dweomer that has been anchored to it to anchor the further casting of the “Cartographer’s Charm”aspect of the “Scrivener’s Charm”, in which case the route will be rendered as a ‘traveller’s itinerary’-style map to follow, so his fellows can follow along, especially if they become separated on the road.

Alternately, the caster may use the “Finding” AND a “Trail Blazer” or “Way Finder” dweomer to anchor the casting of a “Compass Charm” to make a compass for others to follow which can point them in the direction of the path the “Trail Blazer” or “Way Finder” charm would have shown, in the interests of speed and safety. This could also be paired with a Cartographer’s Charm to produce a ‘traveller’s itinerary’-style map as well, if a little redundancy is needed for the rest of the party members or the caster’s factors or agents.

Any of the magicks which may be used to anchor other magicks to facilitate getting to the location of that which has been “Found” can actually be bundled in the casting in the interests of saving time, so that when all is said and done, the caster has the directional tools he needs for himself and his compatriots.

This dweomer may not be resisted.

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