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5ead/spells/md/deep_magic_5e/breeze-compass.md
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# Breeze Compass
- **Level**: 3 divination
- **Classes**: Druid, Wizard
- **Casting Time**: 1 action
- **Range**: Self
- **Components**: V, S, M (a magnetized needle)
- **Duration**: Concentration, up to 1 hour
- **Source**: Deep Magic 5e
When you cast **breeze compass**, you must clearly imagine or mentally describe a location. It doesnt need to be a location youve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesnt avoid enemies or hostile creatures.