Find the Path
(Divination)
Reversible: Lose The Path
<DLA: Obscure The Path>


Level: c6, sh6
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Range: T
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Duration: 1t*
Components: v.s.m
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CT: 3 rounds
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Save: None
Area: Creature touched
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MP: 28, 69

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)