Clerical Spell Specification

[12] Find the Path / Light the Path / Lose the Path

BTS: 72% (Wp)

ULT: 7 hours

Materials: a stick or other pointer

Actions: spin Materials to find the correct direction (they will indicate it if the Spell succeeds)

Effect of Throw:

Range 1 to Target Location:  T/5 miles (FRU)    (see Note 3 below)

No. Affected (Lose the Path): T/10 (FRU)

Duration:        t hrs     -5t(t-1)/2%       (expires on reaching Target Location)

Range 2 to Target Being (if Cast on another):                      b ft       -(20+5b(b-1)/2)%

Range 3 to centre of Radius (Lose the Path): 30c ft -5c(c-1)/2%

Radius (Lose the Path):       5r ft      -5r(r-1)/2%

Notes:

  1. Find the Path finds the shortest, most direct physical Path to a Target Location sufficiently specified by Caster.
  2. Target Location must be known to Caster (though not to the same degree as for Teleport and similar Spells) or a public location known to other followers of the God, and must be sufficiently described by Caster in the Incantation.  It must be a fixed (i.e. not moving or moveable) point that is unambiguously described.  Examples: a description such as "the exit from this maze" is insufficient, but a Target Location known to be outside the maze but within Range 1 would give directions leading out of the maze.  "The place where our horses are tied up" is insufficient (as the horses may move or be moved) but "the place where we tied up the horses" may be sufficient if it is the place rather than the horses that is being specified.  A description such as "The Sick Rat Tavern in Tehmor" is sufficient, as there is only one tavern of that name in Tehmor and it is well-known (even though it might in theory move to another location), but a description such as "The Secret Cave of The Red Scorpions in Tehmor" is insufficient (except for a Cleric of that Cult in Tehmor), as the location is not publicly known (even though followers of the Caster’s God may have been taken there and fed to the Scorpions).
  3. Target Location must be within Range 1 on Casting (calculated as a direct line, irrespective of obstacles which would lengthen the Path).  Target Locations on other Planes or in the Otherworlds will usually be outside Range 1, unless there is an open Portal through which the Path may be followed and Range 1 traced (even if the Path turns at that point), in which case Caster takes 2/3 T for Target Location being on other Plane.  Planewalking Effects upon the Caster do not count as such a Portal.
  4. For the Duration, the Caster (or Target Being if Cast on someone else) knows the direction of the Target Location and the approximate length of the Path (accuracy may depend upon the God - e.g. a precise distance and bearing for SARAN or "quite a way away over there somewhere" for DALA).  The Path will be traversable by the Caster / Target Being (though not necessarily safely).  When there is a choice of routes along the way, the Caster / Target Being will know which route is the shortest and most direct to the Target Location.  In Wilderness settings the Path will tend to follow tracks and paths rather than go across country or open water.  In Urban settings the Path will follow streets and alleys rather than take sewers (unless Cast in the sewers).  In the Dungeons the Path will follow passages and tunnels (even if Caster / Target Being is Earthwalking), but may go through doors and rooms if the alternative would be much longer.  The Path will not avoid traps, encounters or ways that others may consider illegal to traverse - although Lawful Gods will not Find a known illegal Path if there is a simple legal alternative.
  5.  Caster / Target Being does not have to follow the Path, which will still update if they take a different route, but some Gods may deduct Cr if Their directions are deliberately ignored without good reason.  If Caster / Target Being strays outside Range 1, the Spell expires even if Duration has not yet expired.