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Find the Path. What? Why is this a 6th level spell?
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<blockquote data-quote="see" data-source="post: 8275755" data-attributes="member: 10531"><p>This goes back to the discussion back in the original Pathfinder playtest that the version of the spell appearing in AD&D 1st/BECMI/AD&D 2nd/Rules Cyclopedia/D&D 3rd/D&D 3.5 (10 minutes/level, any destination) made it impossible for the game world to have any true "lost cities" or the like, which was seen as a worldbuilding issue.</p><p></p><p>PF1 accordingly nerfed it to only be able to head to "prominent" locations, whatever "prominent" meant. (And people talk about <em>5e</em> "rulings not rules".)</p><p></p><p>Now, going back to the 0e version, in the 1975 Supplement I: Greyhawk, the spell worked as follows:</p><p></p><p><em>Find the Path: By means of this spell the fastest and safest way out of a trap, maze, or wilderness can be found. It will, for example, allow the user to free himself from a Maze spell in a single turn after employing the spell, and if a subsequent Maze was cast at him it would not have any effect. Duration: 6 turns plus the level of the Cleric, or 1 day outdoors.</em></p><p><em></em></p><p>The 5e version, as a practical matter, goes back to this first published version, because finding your way to a known location is effectively the way <em>out</em> of wherever you happen to be, with the advantage of solidly defining "out".</p></blockquote><p></p>
[QUOTE="see, post: 8275755, member: 10531"] This goes back to the discussion back in the original Pathfinder playtest that the version of the spell appearing in AD&D 1st/BECMI/AD&D 2nd/Rules Cyclopedia/D&D 3rd/D&D 3.5 (10 minutes/level, any destination) made it impossible for the game world to have any true "lost cities" or the like, which was seen as a worldbuilding issue. PF1 accordingly nerfed it to only be able to head to "prominent" locations, whatever "prominent" meant. (And people talk about [I]5e[/I] "rulings not rules".) Now, going back to the 0e version, in the 1975 Supplement I: Greyhawk, the spell worked as follows: [I]Find the Path: By means of this spell the fastest and safest way out of a trap, maze, or wilderness can be found. It will, for example, allow the user to free himself from a Maze spell in a single turn after employing the spell, and if a subsequent Maze was cast at him it would not have any effect. Duration: 6 turns plus the level of the Cleric, or 1 day outdoors. [/I] The 5e version, as a practical matter, goes back to this first published version, because finding your way to a known location is effectively the way [I]out[/I] of wherever you happen to be, with the advantage of solidly defining "out". [/QUOTE]
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Find the Path. What? Why is this a 6th level spell?
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