6. Find / Hide the Path
Sered Cycles of the Tree
Peoples
Media: Willow / Beech / Palm
BTS: 70% (Wp)
ULT: 8SL hours
Materials: a stick or other pointer
Actions: Find the Path:
spin Materials to find the correct direction (they will indicate it if the
Spell succeeds) / Hide the Path: point Materials at the
path to be hidden and spin them to randomise the direction
Effect of Throw:
1 to 15 No Effect
³ 16 Max.
Distance to Target Location = 2(T-11) miles
Duration: 4t hrs
-t(t-1)/2
(expires on reaching Target Location)
Range to
centre of Radius (Lose the Path): 50d ft -d(d-1)/2%
Radius (Lose
the Path): 50r ft
-r(r-1)/2
Notes:
- The Spell may be Cast as either Find the Path or Lose the Path,
- Find the Path finds the shortest, most direct
physical Path through a Forest to a Target Location sufficiently
specified by Caster.
- Hide the Path makes an existing physical Path
through a Forest to a Target Location sufficiently specified by Caster
impossible to follow by anyone who fails their saving throw.
- The Spell only works to identify or obscure existing physical paths
through the Forest, which may vary from roads to animal tracks. A
"Forest" for this purpose will normally be woodland or jungle, but may
be any Natural environment with
Circs Mod > 0
provided it has paths (e.g. the Spell will not work underwater).
It will identify secret paths known only to the locals.
- 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
inhabitants of the Forest, 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 wood" is insufficient, but a Target Location
known to be outside the wood but within Max. Distance would find a path
leading out of the wood towards Target Location. "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 But
An Oak
Tavern in Taur-na-Dúiren" is sufficient, as there is only one tavern of that name
in Taur-na-Dúiren 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
Ungwaith in Taur Ungolath" is insufficient (except for a Spider
Cultist Druid of Taur Ungolath, as the location is not publicly known (even though
inhabitants of
that Forest may have been taken there as food by the Giant Spiders).
- Target Location must be within Max. Distance on Casting (calculated as
the crow flies, irrespective of obstacles which would lengthen the Path).
Target Locations on other Planes or in the Otherworlds will usually be
outside Max. Distance, unless there is an open Portal through which the Path may
be followed and Max. Distance 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.
- For the Duration, the Caster and those travelling with them (but not
anyone following them) can identify the correct Path to the Target Location,
but do not know the distance to Target Location or the approximate
length of the Path. The Path will be traversable by the Caster /
Target Being (though not necessarily safely), but they may still have to
overcome obstacles. 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. The Path will
only follow existing tracks and paths and not go
across country or open water. There does not have to be a complete
Path to Target Location, as the Spell simply identifies the one which
leads most directly towards Target Location. If the route so
identified includes a pathless stretch, Caster's party will only be able
to identify the Path if it is visible to them beyond the pathless
strertch. The Path will not avoid
traps, encounters or ways that others may consider illegal to traverse .
- Caster and their party do not have to follow the Path, which
will still update if they take a different route. If Caster / Target Being strays outside
Max. Distance from Target Location, the Spell
expires even if Duration has not yet expired.
- Hide the Path obscures all possible paths to Target
Location within Radius for all Beings within Radius who fail their st.
It will not obscure paths leading in other directions, just all possible
alternative routes to Target Location.
- Find the Path overrides Thievish and other attempts to camouflage or
block a path, so long as the path has not been totally erased.
- If both Find the Path and Hide/Lose the Path Effects apply, they
simply cancel each other out and the Path must be found in the normal
way.