Meandering Path
(Alteration, Illusion)(Plant)

Range:  1 mile + 1/2 mile per level
Components:  V, S, M
Duration:  1 day per level
Casting Time:  Special
Area of Effect:  10 feet at both sides of path travelled
Saving Throw:  Special

With this spell, the druid causes a path (which appears to be natural, old, man-made, etc.) to appear. Any who come across this path will believe it to be what it appears. To cast the spell, the druid needs two branches from an oak tree. One is planted at the beginning of the path. The druid then walks the route that he wishes the magical path to follow. At the end of the path the other branch is planted and the spell is cast. Travel upon the path is either easy or hard (depending on the druid's choice of travel). Those who happen on the path must make a saving throw. Average the Hit Dice or levels of the group and roll one saving throw (the DM should do this without the group's knowledge). If they fail, the path appears to be heading in the direction that they wish to travel in. If the saving throw is made, the path appears as it is (i.e., a path in the direction that the druid walked) and the group may still decide to follow it anyway.
While travelling on this path, the group will never surprise anyone or anything and suffers a penalty of on all rolls (saving throws, to-hit and damage rolls, Dexterity checks, etc.). Those trying to leave the path after starting travelling on it find that the path is bordered by heavy thorns that block passage and writhe and grasp all who enter (cf. wall of thorns and entangle). This wall attacks as the druid who cast the spell, doing 1d6+2 points of damage. Each 10-foot section of thorns has 3 attacks. The wall arches over the path to prevent exit by flying, leaping, etc. The spell also counters the ability of pass without trace of other priests.
Fire results in a double-strength wall of fire in the area (but it does not create a passable space, i.e., take fire damage and still be attacked by thorns). The only way to leave the path is to follow it to its end (or teleport out, go ethereal, or plane shift). A dispel magic is possible only on the oak branches at the end of the path (either one).

