Find the Path (Wizard Spell)

The caster can find the shortest, most direct physical route sought, be it the way into or out of a locale. The locale can be outdoors or under­ground, a trap, or even a maze spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to "a forest where a green dragon lives" or to the location of "a hoard of platinum pieces." The location must be in the same plane as the caster.
The spell enables the subject to sense the cor­rect direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow (or physical actions to take-for example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph). The spell ends when the destination is reached or when one turn per caster level has elapsed.
The spell frees the caster, and any with him, from a maze spell in a single round, and will con­tinue to do so as long as the spell lasts.
Note that this divination is keyed to the caster, not his companions, and that, like the find traps spell, it does not predict or allow for the actions of creatures.
The material component is a torch or lantern whose flame will always point in the correct direc­tion. If the flame is extinguished, the spell ends.
The reverse spell, lose the path, makes a crea­ture touched totally lost and unable to find its way for the duration of the spell, although it can be led, of course. The material component is a torch or lantern flame, which is extinguished as the spell is cast.
Notes: Restricted to diviners; uncommon.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells