Walk the Twisted Path

Walk the Twisted Path

6th-level conjuration (labyrinth)

Casting Time: 1 action
Range: 100 miles
Components: V, S, M (a map)
Duration: See text

You and up to five creatures you can see enter the Great Maze, a shifting landscape of endless walls and corridors that connect to many places throughout the world.

To find your way to a destination within 100 miles, you must know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. The Intelligence check must be made by you, not by your companions. If you have the ability to retrace a path you’ve previously taken without a check (such as a minotaur or goristro), this check succeeds automatically. If the check fails, you fail to find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or you die. In either event, the spell ends.

When the spell ends, you and those traveling with you appear in a safe location at your destination.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.

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