Level | 6th Level | Casting Time | 1 minute | Range | Touch |
---|---|---|---|---|---|
AoE | Single | Duration | 8 hours | ||
School | Divination | Components | V, S, M (A set of divinatory tools worth 100gp, such as bones, ivory sticks, cards, teeth, or carved runes) | ||
Classes | Bard, Geomancer, White Mage |
This spell allows the creature to find the shortest, most direct physical route to a prominent destination on the same plane of existence, 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. If they name a destination on another plane of existence, or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. The spell ends when the destination is reached or the duration expires, whichever comes first.
This spell can be used to remove the target and its companions from the effect of a Maze spell in a single round, specifying the destination as "outside the maze." When used in this way, the Casting Time of the spell is 1 action.
While the spell is active, they have the following abilities:
Unerring Compass: As long as they are on the same plane of existence as the destination, they know how far it is and in what direction it lies.
Navigator's Sense: Whenever they are presented with a choice of paths along the way they automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Hazard Sense: They gain a general sense of the nature of any natural hazards or unusual features along each fork in the road. For example, they might learn that at a fork in the road, one direction leads through a high mountain pass with narrow ledges, while the other leads down into a valley with frequent floods. The DM decides the nature of what is revealed.
In addition, you choose one of the following two effects to benefit you and your companions:
Hazard Avoidance: Creatures within 10m of the target have Advantage on saving throws against natural hazards, such as dodging a sudden rockslide, stepping around pools of quicksand, or avoiding the worst effects of a firestorm on the Elemental Plane of Fire.
Fast Travel: Creatures within 10m of the target can travel at a fast pace without penalty to their passive Perception scores. Whenever an affected creature makes a saving throw or ability check to avoid