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''' 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]].
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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
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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.
  
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.
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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.
 
 
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.
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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.
  
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.
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[[Category: Clerical Spells]][[Category: Reviewed]]
[[Category:Placeholder]]
 

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.