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

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
 +
[[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]].
 +
 
{{Spelltable
 
{{Spelltable
 
| name = Find the Path
 
| name = Find the Path
 
| range = touch
 
| range = touch
| duration = instantaneous
+
| duration = 1 day
 
| area of effect = 10 mile distance
 
| area of effect = 10 mile distance
 
| casting time = 3 rounds
 
| casting time = 3 rounds
Line 9: Line 12:
 
}}
 
}}
  
Enables the recipient to instantly know — beyond question — the shortest, most direct route between two points as it exists at the moment the spell is cast.
+
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.
 
 
If, for instance, an avalanche were to fall following the casting of the spell, the recipient would still believe that crossing the avalanche’s path was the safest route; but if the avalanche fell before the casting of the spell, the recipient would gain knowledge of a different route. Still, the original way of travel through doors, across bridges and so on would remain in the mind of the recipient — effectively permanently.
 
Note that the spell does not indicate the safest route; only the shortest.
 
  
If the distance requested is more than 10 miles, the spell will reveal the path to the best possible "jumping off" place ten miles from wherever the spell was cast.
+
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.
  
The reverse of the spell, lose the path, causes the recipient creature to completely forget how to return to a determined point (which the caster must provide). The creature is allowed a saving throw against magic.
+
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.
  
[[Category:Lacks Image]]
+
[[Category: Clerical Spells]][[Category: Don't Review until 2023]]

Latest revision as of 23:03, 14 December 2021

Find the Path (spell).jpg

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 lost in a forest or within jumbled terrain, or when pursuing a desired route into a dungeon.

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)

However, the knowledge exists only in the mind of the recipient; so if he or she is rendered unconscious or killed, the knowledge will be lost until the recipient is revived or the spell is cast upon another recipient.

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.

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.