You ask the four winds about the area in the surrounding 10 miles, gaining the ability to speak to whichever one of the winds responds for 10 minutes. Roll a D4:
–1. North Wind. Has knowledge of mortal toils and civilization. The North Wind is helpful, identifying safe shelter or similar opportunities.
–2. South Wind. Mercurial and odd, the South Wind will warn of the world’s dangers and omens of possible misfortune.
–3. East Wind. The East Wind knows little of the world, but greets you warmly and wishes you well. You gain Proficiency in saves with all mental Ability Scores until your next Short or Long Rest.
–4. West Wind. The West Wind is a trickster at best, dealing only in falsehoods and insults. Only a fool would heed words from the Western Wind.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25% chance for each casting after the first that you get no answer.
This spell fails if cast indoors, underwater, or in a place where wind can’t naturally blow.
* - (a set of four windchimes)
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