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Find the Path (Lose the Path) in Advanced Dungeons & Dragons

Find the Path (Lose the Path)

Name
Find the Path (Lose the Path)
Type of Magic
Priest
Spell Level
6th
School
Greater and Lesser Divination (House Sextus)
Sphere
Divination
Reversible?
Yes
Range
​Touch​
Components

Material, Somatic, Verbal

The spell requires a set of divination counters of the sort favored by the priest--bones, ivory counters, sticks, carved runes, or whatever.

Duration
​1 turn/level ​
Casting Time
3 rounds
Area of Effect
1 creature ​
Saving Throw
None
Effects
The recipient of this spell can find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale. The locale can be outdoors or under ground, a trap, or even amaze spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to "a forest where a green dragon lives" or to the location of "a hoard of platinum pieces." The location must be in the same plane as the caster. The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. For example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph. The spell ends when the destination is reached or when one turn for each caster level has elapsed. The spell frees the subject, and those with him, from a maze spell in a single round, and will continue to do so as long as the spell lasts. Note that this divination is keyed to the caster, not his companions, and that, like the find traps spell, it does not predict or allow for the actions of creatures.​ ​The reverse spell, 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.

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