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Find the Path

Divination
Level: 6th-level
Casting Time: 1 minute
Range: Self
Duration: Up to 24 hours
Components: V, S, M
Materials: A set of divinatory tools-such as bones, ivory sticks, cards, teeth, or carved runes-worth 100gp and an object from the location you wish to find.

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Concentration

Spell Details

School: Divination
Level: 6
Ritual: No
Concentration: Yes
Classes: Bard, Cleric, Druid
B-Tier Powerful utility spell for navigation and exploration, but limited combat application and requires familiarity with destination.

Player Guide

Use Find the Path primarily for dungeon escapes, retrieving lost party members, or navigating complex mazes where time pressure exists. Cast it before entering a dangerous location if you know your destination, or use it mid-adventure when standard navigation fails. The spell shines in prepared situations rather than spontaneous encounters, as you must be familiar with your target location beforehand.

DM Tips

Enforce the 'familiarity' requirement strictly—players should only know destinations they've visited or learned about in detail. Consider using this spell's success as a plot point: revealing that the path is blocked or magically obscured adds dramatic tension.