Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Detailed is Find the Path?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Turhan" data-source="post: 2747445" data-attributes="member: 21856"><p>As the DM for our group, if I had to rule on this, I'd look first at who cast the spell.</p><p></p><p>If a Bard cast it, I would assume a free thinking character would bring to mind an assortment of novel or at least unexpected options. Yes, a bard would think of all teh spells available to the party and let the spell give him a sense of which would be the One Spell to use.</p><p></p><p>Otherwise, I would let the Pc's figure it out with maybe a knowledge arcana check, DC 15-18, to see if I should hint that a traveling spell that did not leave the prime plane would be useful.</p><p></p><p>I would also consider whether the group really just wanted to get out and go on to a new adventure, or whether they were really enjoying the process of escape and worried about living to spend their loot. </p><p></p><p>Mostly I think I would allow the spell to focus on their current location if the Wind Walk method or another spell on hand was the best option. If I did not know what they had on hand, I would suggest they "Look Inward to see if they have magic to help." If not, I'd say "The spell gives you a good feeling about walking down the XYZ passage. As you progress along the tunnel/corridor each turn or stairway presents a sense of good or ill, and lets you pick the route...."</p><p></p><p>The spell will give you a sense of any danger ahead, and I would rule that the closer you got, the stronger the sense would be. It can warn of traps, for instance. The spell indicates the time to move, as well, so it might inform you "to wait here; it gives you no direction but a sense of well being blooms."</p><p></p><p>However, it will not tell you the absolute route to avoid the Foes. It is after all a spell to find a path to a destination. There may indeed be severe hazards along the way. The spell would only steer you to an empty corridor if that was the most direct physical way out.</p><p></p><p>As for the anti magic field, that is a problem. I think the spell could either tell you to find another way out, around the field, or it would simply stop working in the field, but might advise you to pass through it. You would have to get through the field on your own, as best you could, by guess and by golly. Once out, the spell would start working again.</p><p></p><p>If you had an elephant with you, that would be a shame. But at least the spell would, under my ruling, alert you to the "zone of null magic ahead- a place the spell gives you no sense of whatsoever...."</p><p></p><p>good luck.</p></blockquote><p></p>
[QUOTE="Turhan, post: 2747445, member: 21856"] As the DM for our group, if I had to rule on this, I'd look first at who cast the spell. If a Bard cast it, I would assume a free thinking character would bring to mind an assortment of novel or at least unexpected options. Yes, a bard would think of all teh spells available to the party and let the spell give him a sense of which would be the One Spell to use. Otherwise, I would let the Pc's figure it out with maybe a knowledge arcana check, DC 15-18, to see if I should hint that a traveling spell that did not leave the prime plane would be useful. I would also consider whether the group really just wanted to get out and go on to a new adventure, or whether they were really enjoying the process of escape and worried about living to spend their loot. Mostly I think I would allow the spell to focus on their current location if the Wind Walk method or another spell on hand was the best option. If I did not know what they had on hand, I would suggest they "Look Inward to see if they have magic to help." If not, I'd say "The spell gives you a good feeling about walking down the XYZ passage. As you progress along the tunnel/corridor each turn or stairway presents a sense of good or ill, and lets you pick the route...." The spell will give you a sense of any danger ahead, and I would rule that the closer you got, the stronger the sense would be. It can warn of traps, for instance. The spell indicates the time to move, as well, so it might inform you "to wait here; it gives you no direction but a sense of well being blooms." However, it will not tell you the absolute route to avoid the Foes. It is after all a spell to find a path to a destination. There may indeed be severe hazards along the way. The spell would only steer you to an empty corridor if that was the most direct physical way out. As for the anti magic field, that is a problem. I think the spell could either tell you to find another way out, around the field, or it would simply stop working in the field, but might advise you to pass through it. You would have to get through the field on your own, as best you could, by guess and by golly. Once out, the spell would start working again. If you had an elephant with you, that would be a shame. But at least the spell would, under my ruling, alert you to the "zone of null magic ahead- a place the spell gives you no sense of whatsoever...." good luck. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Detailed is Find the Path?
Top