Difference between revisions of "Find the Path (spell)"

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[[File:Find the Path (spell).jpg|right|525px|thumb]]
 
[[File:Find the Path (spell).jpg|right|525px|thumb]]
'''Find the path''' enables the recipient to instantly know, without mistake, the most practical direct route between the recipient and that place they wish to go. This prevents becoming [[Being Lost|lost]] in a forest or within jumbled terrain, or when pursuing a desired route into a [[Dungeon|dungeon]].
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'''Find the path''' is a spell that grants the recipient an instant and flawless understanding of the most practical and direct route to their desired destination. Whether navigating dense wilderness, complex mountain passes, labyrinthine city streets or the twisting corridors of a [[Dungeon|dungeon]], the recipient will always know the safest and most efficient way forward, eliminating the risk of becoming [[Being Lost|lost]].
  
 
{{Spelltable
 
{{Spelltable
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| duration = 1 day
 
| duration = 1 day
 
| area of effect = 10 mile distance
 
| area of effect = 10 mile distance
| casting time = 3 rounds
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| casting time = 3 [[Combat Rounds|rounds]]
 
| save = none; see below
 
| save = none; see below
 
| level = [[Cleric 6th Level Spells|cleric (6th)]]
 
| level = [[Cleric 6th Level Spells|cleric (6th)]]
 
}}
 
}}
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The knowledge imparted by the spell exists only within the recipient's mind, meaning that if they are rendered [[Negative Hit Points|unconscious]] or [[Death|killed]], the information is lost until they are revived or the spell is cast upon another individual. This ensures that the path remains known only to the one chosen, preventing it from being shared telepathically or documented through external means.
  
However, the knowledge exists only in the mind of the recipient; so if he or she is rendered [[Negative Hit Points|unconscious]] or [[Death|killed]], the knowledge will be lost until the recipient is revived or the spell is cast upon another recipient.
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Throughout the spell's duration, the chosen path will automatically adjust in response to any changes in the environment, such as collapsed tunnels, flooded crossings, shifting terrain or newly constructed obstacles. These updates occur instantly, allowing the recipient to react without hesitation. Whenever possible, the spell will select the shortest and most practical route, but it will also prioritise safety over efficiency, ensuring the path avoids obvious dangers or excessive hazards unless no alternative exists.
  
Through the spell's duration, should there be a change to the "best route," due to an alteration of obstacles or natural conditions, the spell will correct the pathway automatically — and this correction will be understood instantly by the recipient. Whenever possible, the spell will select the shortest route; but the spell will also recognize the recipient's desire to arrive at a destination without undo hazard.
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If the destination lies beyond the spell's area of effect, the magic will direct the recipient to the most effective "jumping off" point, where the journey can be resumed once the spell is recast. This makes find the path particularly useful for long-distance travel in dangerous or unknown terrain, guiding the recipient step by step until their final destination is reached.
  
If the perceived destination is beyond the spell's area of effect, the spell will direct the recipient to the best "jumping off" point, where the spell can be re-cast and the journey commenced.
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[[Category: Clerical Spells]][[Category: Reviewed]]
 
 
[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
 

Latest revision as of 18:12, 23 February 2025

Find the Path (spell).jpg

Find the path is a spell that grants the recipient an instant and flawless understanding of the most practical and direct route to their desired destination. Whether navigating dense wilderness, complex mountain passes, labyrinthine city streets or the twisting corridors of a dungeon, the recipient will always know the safest and most efficient way forward, eliminating the risk of becoming lost.

Find the Path
Range touch
Duration 1 day
Area of Effect 10 mile distance
Casting Time 3 rounds
Saving Throw none; see below
Level cleric (6th)

The knowledge imparted by the spell exists only within the recipient's mind, meaning that if they are rendered unconscious or killed, the information is lost until they are revived or the spell is cast upon another individual. This ensures that the path remains known only to the one chosen, preventing it from being shared telepathically or documented through external means.

Throughout the spell's duration, the chosen path will automatically adjust in response to any changes in the environment, such as collapsed tunnels, flooded crossings, shifting terrain or newly constructed obstacles. These updates occur instantly, allowing the recipient to react without hesitation. Whenever possible, the spell will select the shortest and most practical route, but it will also prioritise safety over efficiency, ensuring the path avoids obvious dangers or excessive hazards unless no alternative exists.

If the destination lies beyond the spell's area of effect, the magic will direct the recipient to the most effective "jumping off" point, where the journey can be resumed once the spell is recast. This makes find the path particularly useful for long-distance travel in dangerous or unknown terrain, guiding the recipient step by step until their final destination is reached.