I agree with the plot breaking potential of this spell, but it can also be a plot starter. Ideas for change:
1: require a connection to the place in question. Thus the PCs have to track down and verify the relic from Ancient City X.
2: Change the mechanics to allow the caster to use Spellcraft in place of Survival to "follow the tracks" the spell leaves. This this will let the GM modify the difficulty based on how esoteric the location is. It also lets the caster be more active in the party and get in on some "ranger action."