TaranTheWanderer
Legend
So, Find the Path.
In 3e, this was a fairly situational spell but, in the right situation, it was very powerful.
Take me to the barracks of the Fortress. Bring me to the Throne Room. Find the Centre of the Forest. You had to know a specific location and it brought you there, allowed you to bypass traps by giving you an innate knowledge of where they might be or allow you pass words for glyphs and such. It didn't tell you where monsters would be or obstacles that were passable(but deadly), like having to walk across narrow ravines, steep, slippery slopes. It was almost useless in a dungeon since you couldn't say, "Bring me to the BBs lair". But yeah, at times it could be frustratingly for the DM as you bypassed whole swaths of an adventure - but, sometimes, that's the nature of high level spells.
In 5e they toned it down considerably. It no longer gives you passwords and no longer lets you bypass traps. Fair enough. Here's the kicker: the material component must be something from the location to where you are travelling and the location must be familiar to you. So, now it only tells you how to get to a place you already know how to get to? So, it allows you to find your way home out of a dungeon if you're lost. And, because it can't key to a person, you can't even use it to locate someone's whereabouts (like if you had a personal affect of someone you knew). The spell used to indicate that it automatically found your way out of a Maze Spell...but now it no longer specifies this, so I assume it can no longer do that.
Here's the spell for your convenience. I highlighted the relevant nerfs
Is there any other use that people have tried? I just don't get how this is a 6th level spell anymore. In 3rd, I used this spell a handful of times, in the decades I played the system because it required the right combination of being the right level and knowing exactly where you needed to go. In the 5 or 6 years I've played 5th, this is my first opportunity to use it and I just can't think of situation where I would use a spell slot on it anymore. Any ideas?
In 3e, this was a fairly situational spell but, in the right situation, it was very powerful.
Take me to the barracks of the Fortress. Bring me to the Throne Room. Find the Centre of the Forest. You had to know a specific location and it brought you there, allowed you to bypass traps by giving you an innate knowledge of where they might be or allow you pass words for glyphs and such. It didn't tell you where monsters would be or obstacles that were passable(but deadly), like having to walk across narrow ravines, steep, slippery slopes. It was almost useless in a dungeon since you couldn't say, "Bring me to the BBs lair". But yeah, at times it could be frustratingly for the DM as you bypassed whole swaths of an adventure - but, sometimes, that's the nature of high level spells.
In 5e they toned it down considerably. It no longer gives you passwords and no longer lets you bypass traps. Fair enough. Here's the kicker: the material component must be something from the location to where you are travelling and the location must be familiar to you. So, now it only tells you how to get to a place you already know how to get to? So, it allows you to find your way home out of a dungeon if you're lost. And, because it can't key to a person, you can't even use it to locate someone's whereabouts (like if you had a personal affect of someone you knew). The spell used to indicate that it automatically found your way out of a Maze Spell...but now it no longer specifies this, so I assume it can no longer do that.
Here's the spell for your convenience. I highlighted the relevant nerfs
Find The Path
6 divination
- Casting Time: 1 minute
- Range: Self
- Components: V S M (A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
- Duration: Up to 1 day
- Classes: Bard, Cleric, Druid
- This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
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