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Locate creature was a divination spell that allowed the caster to sense the location and movement of a well-visualized creature.[3]

Effects[]

Similar to locate object, this spell could find a creature familiar to the caster within a radius of at least 560 ft (170 m)—the range increased with the experience level of the caster but would not cross running water. Locate creature could also find a creature by race or species (such as an elf or an umber hulk) as long as the caster had previously met or at least seen one from a distance of 30 feet (9.1 meters) or less. This spell could not locate objects and could be fooled by mislead, nondetection, and polymorph spells.[3]

This spell was incapable of penetrating through crystal spheres and could not travel through the void of wildspace. However, it could extend to its full range inside the phlogiston.[8]

Components[]

The material component for this spell was a tuft of fur from a bloodhound. The spell also had a verbal component and part of the somatic component was to turn slowly around in a circle until the desired creature was sensed.[3]

History[]

In the mid–14th century DR, the Diviner's Guild of Ravens Bluff actively sold scrolls containing locate creature for around 2,350 gp.[9]

Appendix[]

See Also[]

Appearances[]

References[]

  1. 1.0 1.1 James Wyatt, Jeremy Crawford (November 2018). Guildmasters' Guide to Ravnica. Edited by Jeremy Crawford, et al. (Wizards of the Coast), pp. 25–26. ISBN 978-0-7869-6659-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–209, 256. ISBN 978-0-7869-6560-1.
  3. 3.0 3.1 3.2 3.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 249. ISBN 0-7869-2886-7.
  4. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 181. ISBN 0-7869-2889-1.
  5. William L. Christensen (April 2006). “The Wild Hunt”. In Erik Mona ed. Dragon #342 (Paizo Publishing, LLC), p. 91.
  6. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 29. ISBN 1-56076-107-5.
  7. Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), p. 125. ISBN 1-56076-828-2.
  8. Curtis Scott (1992). The Complete Spacefarer's Handbook. Edited by Barbara G. Young. (TSR, Inc.), pp. 107–108. ISBN 1-56076-347-7.
  9. Walter Roberts (October 1993). “The Living City: The Ravens Bluff Diviner's Guild”. In Jean Rabe ed. Polyhedron #88 (TSR, Inc.), p. 16.
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