Divine Magic • Core Spell Reference
Find the Path

Choose your edition before using the spell. Its level, casting procedure, targets, effects, and limits follow the rules in the selected panel.
Find the Path at a Glance
| 5.5e (2024) | Level 6 |
|---|---|
| 5e (2014) | Level 6 |
| Pathfinder 1e | Level 6 |
| D&D 3.5e | Level 6 |
| Browse | Cleric spells • Cleric class |
Spell Rules
Find the Path — 5.5e (2024)
Cleric spell level 6. Edition source.
| Spell | Level 6 Divination (Bard, Cleric, Druid) |
|---|---|
| Casting Time | 1 minute |
| Range | Self |
| Components | V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP) |
| Duration | Concentration, up to 1 day |
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). 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. Whenever you
Find the Path — 5e (2014)
Cleric spell level 6. Edition source.
| Spell | 6th-level divination |
|---|---|
| Casting Time | 1 minute |
| Range | Self |
| Components | V, S, M (a set of divinatory tools— such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find) |
| Duration | Concentration, up to 1 day |
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.
Find the Path — Pathfinder 1e
Cleric spell level 6. Edition source.
| School | divination |
|---|---|
| Level | bard 6, cleric 6, druid 6 |
| Casting Time | 3 rounds |
| Components | V, S, F (a set of divination counters) |
| Range | personal or touch |
| Target | you or creature touched |
| Duration | 10 min./level |
| Saving Throw | none or Will negates (harmless) |
| Spell Resistance | no or yes (harmless) |
The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, 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. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round, specifying the destination as “outside the maze.” This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.
Find the Path — D&D 3.5e
Cleric spell level 6. Edition source.
| School | Divination |
|---|---|
| Level | Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6 |
| Components | V, S, F |
| Casting Time | 3 rounds |
| Range | Personal or touch |
| Target | You or creature touched |
| Duration | 10 min./level |
| Saving Throw | None or Will negates (harmless) |
| Spell Resistance | No or Yes (harmless) |
The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.
This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).
Focus: A set of divination counters of the sort you favor.
Using Find the Path in Play
Find the Path is strongest when the destination is known but the route is not. Players should define the destination precisely before casting; Games Masters should give the most direct viable route without turning the spell into general omniscience about every danger, creature or secret along the way.
Rules Sources and Licensing
This work includes material from the System Reference Document 5.2.1 and/or 5.1 by Wizards of the Coast LLC. The original documents are available at D&D Beyond and are licensed under CC BY 4.0. Presentation and formatting have been changed.
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What Changed?
The core purpose remains finding a route to a known destination, but casting time, eligible targets, duration and edition-specific limitations differ. Use only the panel for the ruleset being played.
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