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Schooldivination; Levelbard 6, cleric/oracle 6, druid 6, inquisitor 6, shaman 6, witch 6; Domainknowledge 6, travel 6
CASTING
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You may access Pathfinder in the same way you would the traditional I Ching; only here you'll simultaneously get results stemming from the I Ching, Tao of Power, and Art of War- and in language updated for modern living. NOTE: This is a quick port to the web of text I first wrote around 15 plus years ago.
Casting Time 3 rounds
Components V, S, F (a set of divination counters)
Onenote. EFFECT
Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless)
DESCRIPTION
The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter's cabin is not prominent enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.
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 what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first.
Find the path Wolf responsive form maker 2 37 1080p. can be used to remove the subject and its companions from the effect of a maze spell in a single round, specifying the destination as 'outside the maze.' This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.
Ability Scores Alignment Character Creation Outline Glossary Character Descriptions Barbarian – Rage Powers Bard – Masterpieces Cleric – Domains, Subdomains & Gods Druid – Animal Companions Fighter – Bonus Combat Feats Monk – Monk's Bonus Feats Paladin – Mercies Ranger – Animal Companions | Ranger Traps Rogue – Rogue Talents Sorcerer – Sorcerer Bloodlines Wizard – Arcane Schools | Familiars | Arcane Discoveries Alchemist – Discoveries Cavalier – Cavalier Orders/Samurai Orders Gunslinger – Gunslinger's Deeds Inquisitor – Domain or Inquisition Magus – Magus Arcana Omdura Oracle – Mysteries | Curses Shifter – Aspects Summoner – Eidolons Vigilante – Social Talents | Vigilante Talents Witch – Patrons | Witch's Familiars | Witch's Hexes Vampire Hunter Antipaladin – Cruelties Ninja – Ninja Tricks Samurai – Samurai Orders/Cavalier Orders Arcanist – Arcanist Exploits Bloodrager – Bloodrager Bloodlines Brawler – Bonus Combat Feats Hunter – Animal Companions Investigator – Investigator Talents Shaman – Spirits | Shaman's Hexes Skald – Rage Powers Slayer – Slayer Talents Swashbuckler – Swashbuckler's Deeds Warpriest – Blessings Unchained Barbarian – Unchained Rage Powers Unchained Monk – Unchained Ki Powers Unchained Rogue – Unchained Rogue Talents, Advanced Talents Unchained Summoner – Unchained Eidolons Kineticist – Elements | Infusions | Utility Wild Talents Medium – Spirits Mesmerist – Mesmerist Trick|Masterful Tricks | Bold Stare Occultist – Implement Schools Psychic – Disciplines | Phrenic Amplifications | Major Spiritualist – Phantoms
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Afflictions Chases Combat Combat Modifiers Critical Hit & Fumble Generator Laying Waste-Crit App Actions in Combat Combat Maneuvers Special Attacks Conditions Space, Reach, & Threatened Area Ship Combat Special Abilities Traps, Hazards & Special Terrains Movement Armor and Encumbrance Vision and Light Breaking and Entering Armor and Shields Weapons Goods and Services – Alchemical Creations – Books, Paper, & Writing Supplies – Furniture, Trade Goods & Vehicles – Locks, Keys, Tools & Kits – Religious Items, Toys & Games Special Materials Damaging Objects
All Spells Spells by Class
Advanced Spell Search | All Monsters Monsters by CR Monsters by Role Monsters by Terrain Monsters by Type Monster Templates Unique Monsters Universal Monster Rules Creature Types & Subtypes Random Encounter Generator Modules & Adventure Paths Monsters DB Monster Builder NPCs Database NPCs
Automatic Bonus Progression Innate Item Bonuses Revised Action Economy Removing Iterative Attacks Simple Monster Creation Wound Thresholds Armor as Damage Reduction Automatic Bonus Progression Called Shots Caravans Chases Creating New Classes Creating New Races Downtime Duels Hero Points Honor Intrigue Investments Kingdom Building Mass Combat Mythic Rules Occult Rules Performance Combat Piecemeal Armor Puzzles and Riddles Reputation and Fame Scaling Magic Items Settlements Ship Combat Advanced Naval Combat Naval Siege Engines Naval Terminology Spell Effects in Naval Combat Vessels and Vessel Customization Social Conflicts |
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Path Finder 8 3 7 X 6
Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless)
DESCRIPTION
The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter's cabin is not prominent enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.
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 what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first.
Find the path Wolf responsive form maker 2 37 1080p. can be used to remove the subject and its companions from the effect of a maze spell in a single round, specifying the destination as 'outside the maze.' This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.
Ability Scores Alignment Character Creation Outline Glossary Character Descriptions Barbarian – Rage Powers Bard – Masterpieces Cleric – Domains, Subdomains & Gods Druid – Animal Companions Fighter – Bonus Combat Feats Monk – Monk's Bonus Feats Paladin – Mercies Ranger – Animal Companions | Ranger Traps Rogue – Rogue Talents Sorcerer – Sorcerer Bloodlines Wizard – Arcane Schools | Familiars | Arcane Discoveries Alchemist – Discoveries Cavalier – Cavalier Orders/Samurai Orders Gunslinger – Gunslinger's Deeds Inquisitor – Domain or Inquisition Magus – Magus Arcana Omdura Oracle – Mysteries | Curses Shifter – Aspects Summoner – Eidolons Vigilante – Social Talents | Vigilante Talents Witch – Patrons | Witch's Familiars | Witch's Hexes Vampire Hunter Antipaladin – Cruelties Ninja – Ninja Tricks Samurai – Samurai Orders/Cavalier Orders Arcanist – Arcanist Exploits Bloodrager – Bloodrager Bloodlines Brawler – Bonus Combat Feats Hunter – Animal Companions Investigator – Investigator Talents Shaman – Spirits | Shaman's Hexes Skald – Rage Powers Slayer – Slayer Talents Swashbuckler – Swashbuckler's Deeds Warpriest – Blessings Unchained Barbarian – Unchained Rage Powers Unchained Monk – Unchained Ki Powers Unchained Rogue – Unchained Rogue Talents, Advanced Talents Unchained Summoner – Unchained Eidolons Kineticist – Elements | Infusions | Utility Wild Talents Medium – Spirits Mesmerist – Mesmerist Trick|Masterful Tricks | Bold Stare Occultist – Implement Schools Psychic – Disciplines | Phrenic Amplifications | Major Spiritualist – Phantoms
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Afflictions Chases Combat Combat Modifiers Critical Hit & Fumble Generator Laying Waste-Crit App Actions in Combat Combat Maneuvers Special Attacks Conditions Space, Reach, & Threatened Area Ship Combat Special Abilities Traps, Hazards & Special Terrains Movement Armor and Encumbrance Vision and Light Breaking and Entering Armor and Shields Weapons Goods and Services – Alchemical Creations – Books, Paper, & Writing Supplies – Furniture, Trade Goods & Vehicles – Locks, Keys, Tools & Kits – Religious Items, Toys & Games Special Materials Damaging Objects
All Spells Spells by Class
Advanced Spell Search | All Monsters Monsters by CR Monsters by Role Monsters by Terrain Monsters by Type Monster Templates Unique Monsters Universal Monster Rules Creature Types & Subtypes Random Encounter Generator Modules & Adventure Paths Monsters DB Monster Builder NPCs Database NPCs
Automatic Bonus Progression Innate Item Bonuses Revised Action Economy Removing Iterative Attacks Simple Monster Creation Wound Thresholds Armor as Damage Reduction Automatic Bonus Progression Called Shots Caravans Chases Creating New Classes Creating New Races Downtime Duels Hero Points Honor Intrigue Investments Kingdom Building Mass Combat Mythic Rules Occult Rules Performance Combat Piecemeal Armor Puzzles and Riddles Reputation and Fame Scaling Magic Items Settlements Ship Combat Advanced Naval Combat Naval Siege Engines Naval Terminology Spell Effects in Naval Combat Vessels and Vessel Customization Social Conflicts |
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Get published!
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