Find the Path
(Divination)
Reversible: Lose The Path
<DLA: Obscure The Path>
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Effect: By use of
this spell, the cleric is enabled to find
the shortest, most direct
route that he or she is seeking, be it the way to or
from or out of a locale.
The locale can be outdoors or underground, a trap
or even a maze spell. The
spell will enable the cleric to select the correct
direction which will eventually
lead him or her to egress, the exact path to
follow (or actions to take),
and this knowledge will persist as long as the
spell lasts, i.e. 1 turn
for each level of experience of the cleric casting find the path.
The spell frees the cleric,
and those with him or her
from a maze spell in a single melee round and will continue to do so as
long as the spell lasts.
MC: The material component of this spell is a set of divination counters of the sort favored by the cleric - bones, ivory counters, sticks, carved runes, or whatever.
DMG: This spell is
subject to the same sort of abuse as a locate
object spell is.
A locale is not an object.
The spell will enable the
caster to find a way into or out of some area, but this area must be known
or identified in itself, not for what it might house.
Thus, one could use it to
find a great forest of ash trees but not to find a forest where a green
dragon lived.
In the latter case the desire
is to find an object, not an area or locale.
Similarly, use of a find
the path spell to locate the way to a hoard of platinum pieces is absolutely
useless,
as it must not be allowed,
but the spell could be used
to find a level known to have such a hoard of coins,
or a cavern with a pool
in it might be pointed to, etc.
The spell finds a way to
a locale or an area,
and whatever objects are
therein are not meaningful to the spell.
Find The Path: They
key word in the
description is 'locale',
and the DMG is
slightly ambiguous here.
PCs would be
aware that 1 cannot use
this spell as a
souped-up locate
object. The objects
within a locale are meaningless
within
the vocabulary of the spell;
a desire to find
the path to a dungeon level
where a
mound of PP were located
would only enable a dungeon
level to be
found -- there may or may
NOT be
platinum there, the spell
doesn't SEARCH
for it. The DM has
to ignore all parts of a
description of an area which
seem to be
object-specific.
(Imagine #30)
Lose
The Path: The reverse, lose the path,
makes the creature touched
totally lost and unable to find its way for the duration of the spell,
although it can be led, of course.
Shukenja: By use of this spell, the shukenja may find the shortest, most direct path into or out of an area.
Shukenja.Lose The Path: The spell's reverse, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell, though it can be led.
Shukenja.MC: Both
spells use the same material components: divination counters of bone, ivory,
or teak.
Q: If a character
casts find the path
and wind walk, would he
he able to
find a portable hole?
A: No. A find the
path spell can find a way
into or out of a location;
it can?t be used to
locate objects. The purpose
of the spell is
to help the caster when
he is lost or to
determine what actions to
take so that he
can get from place to place
? it is not a
treasure-finder. Wind walk
can be used in
conjunction with find the
path, but it
won?t help the caster find
an object.
(145.10)