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

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[[File:Find the Path (spell).jpg|right|525px|thumb]]
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'''Find the path''' enables the recipient to instantly know, without mistake, the shortest most 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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{{Spelltable
 
{{Spelltable
 
| name = Find the Path
 
| name = Find the Path
 
| range = touch
 
| range = touch
| duration = instantaneous
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| duration = 1 day
 
| area of effect = 10 mile distance
 
| area of effect = 10 mile distance
 
| casting time = 3 rounds
 
| casting time = 3 rounds
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}}
 
}}
  
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.
 
  
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.
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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.
 
Note that the spell does not indicate the safest route; only the shortest.
  

Revision as of 19:39, 14 December 2021

Find the Path (spell).jpg

Find the path enables the recipient to instantly know, without mistake, the shortest most 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)


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.

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.