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<title>Breeze Compass</title>
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<h1>Breeze Compass</h1>
<ul>
<li><strong>Level</strong>: 3 divination</li>
<li><strong>Classes</strong>: Druid, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S, M (a magnetized needle)</li>
<li><strong>Duration</strong>: Concentration, up to 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you cast <strong>breeze compass</strong>, 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.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/breeze-compass.md">Markdown Format</a></p>
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