Interestingly, Find the Path makes no mention about what it does for a trap that can't be bypassed normally. See, Find the Path says "The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding"Harm said:Traps become even less useful or much more expensive once clerics/druids get Find The Path.
airwalkrr said:Spells that last all day are fine for low-magic campaigns where the PCs need something to balance the fact that they do not have powerful magic items to create the effect. But what about campaigns where magic items are supposed to be important and powerful? Suppose we cut back the durations of these spells a tad. 3.5 gave us the godsend of fixing the ability score buffs this way so let's take a tip from them. The hour/level ones are the chief offenders, so let's address them. What say we reduce mage armor, magic vestment, greater magic weapon, and similar spells to 10 minutes per level? That way, there is virtually no way to get the spells to last all day, but they still last long enough for a brief dungeon crawl.
That would make classes more dependant on their actual abilities.Does that spell help you against a Glyph that checks your alignment? Don't think so.Jack Simth said:Interestingly, Find the Path makes no mention about what it does for a trap that can't be bypassed normally. See, Find the Path says "The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding"
Is nothing at all about, say, a no-bypass, no password Glyph of Warding that fills all routes into a particular area... unless, of course, it has you pick up a pick and start digging.....
Darklone said:Does that spell help you against a Glyph that checks your alignment? Don't think so.
Harm said:It says "exact actions to take." So you would know it's an alignment based glyph and yours needs to be changed.
andairwalkrr said:greater magic weapon and magic vestment make magical weapons and armor quite pointless.
Maybe GMW on the rogue for archery might be worthwhile, but even sneak attacking rogues are crunchy in melee and are best-advised to stay away until it is time for the "killing blow."
Spatzimaus said:If anything, I've run into the reverse problem; players use multiple AC items to give themselves a high permanent AC and become almost untouchable to regular weapons. I've mentioned this in other threads. Part of the problem is that so many items are perma-effect or at-will activation, so in our house rules most of these simply aren't possible in a Wondrous Item (or anything other than a Ring, for that matter), and are replaced with X/day activations.
Well, it could argueably have you do stuff to change your alignment first.Darklone said:Does that spell help you against a Glyph that checks your alignment? Don't think so.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.