Know direction was a divination spell that allowed the caster to immediately know which direction was north.[1][3]
Effects[]
This spell worked in any environment (underground, underwater, in darkness, etc.) that had a distinguishable north direction. Infinite or self-contained planes might not have a north, for example.[1][3]
Components[]
The cantrip/orison version of this spell required only verbal and somatic components to cast.[1] The older version of this spell required a scrap of parchment from a map that was approximately 100 years in age or older.[3]
Appendix[]
Appearances[]
Adventures
Organized Play & Licensed Adventures
References[]
- ↑ 1.0 1.1 1.2 1.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 246. ISBN 0-7869-2886-7.
- ↑ Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 72. ISBN 0-7869-3910-9.
- ↑ 3.0 3.1 3.2 3.3 Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 52. ISBN 1-56076-107-5.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 188. ISBN 0-7869-0394-5.