Wanderer's Guide


Rules Discussion


Bit of clarification on Wanderer's Guide

Quote:
You call upon the beyond to guide your route. When you Cast this Spell, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.

I have a party traveling across a plain trying to find a place. They know it's in the east and they know it's name BUT they dont know WHERE exactly it is.

Would this spell lead them there OR does the location of the destination have to be known like.

"Whats the best route to the city of Absalom?" you KNOW where Absalom is, does the spell just provide the best way of getting there?
or will it guide you to unknown places?

"We must find the Lost City of Huspolis. Gone for ages past; Lost to the kin of moral ma..."
"Nevermind its this way!"
Seem silly to me.


I would personally be nice with the players but not too nice. If they ask for a place to where they have directions, even if they don't know the precise location, they will arrive there. If they ask for a place they don't know the direction, they won't arrive anywhere.
I may, in the first case, allow the spell to give a success to a Survival check to find the location, for example. But it won't give the equivalent of weeks of research inside libraries.

Spells in PF2 are quite well balanced. It's quite easy to know what a third level spell is supposed to give you. Finding the city of Huspolis is way closer to a 10th level spell effect, in my opinion.

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