Wind Compass

1st-level divination (Druid,Ranger)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a magnet)
  • Duration: 24 hours

While casting this spell you choose a compass tune plays softly in your ear. The tune isn't distracting, and stops if you walk in any other direction. You must choose a compass direction; you cannot choose a landmark or a specific individual. Until this spell ends, you cannot become lost except by magical means, and you have advantage on saving throws against becoming charmed or frightened.