D&D: Five Spells For Figuring Out That Puzzle

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Trying to solve a tricky puzzle in your latest adventure? Don’t stall out, these spells can help you find the solution.

Trying to get the right answer to a puzzle can be a tricky part of any D&D campaign. But play long enough, and you’ll run headlong into one. And while no one has made a “solve the puzzle right away” spell just yet, there are plenty of magic spells that can help you figure out what to try next.

Augury

Augury is an indispensable tool for getting some guidance about anything in D&D. Puzzles included. This spell, which can be cast as a ritual (meaning it won’t even take up a spell slot if you can ritually cast a spell), can give you an omen about some course of action you’re planning. You might find that it’s full of weal, woe, or weal and woe. And sure, you have to interpret what it means; if you’re trying to solve a puzzle, this is a great way to get hints about what to try next.

Clairvoyance

Sometimes you just need to see the puzzle from the other side. Sometimes literally, because you’re trying to figure out something on the other side of a closed door/wall. This spell lets you create an invisible sensor in a place you’ve been, or in an obvious place that is unfamiliar to you. You can see through it and hear through it, and that can sometimes give you the information you need to solve your puzzle.

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Speak With Animals/Plants

Sometimes you have to ask the DM. And while you can’t just say “hey what’s the answer,” one thing that I’ve found often works without feeling too hack-y, is a Speak with Animals or Speak with Plants spell. One, they’re just good fun. But two, they give the DM an opportunity to pass things along to you as whatever it is you’re enchanting to be able to speak with you. So you can get clued in and make some more educated guesses.

Locate Object

Sometimes you just gotta find something to solve a puzzle. And Locate Object actually can help with that. You just have to be close enough to it in the first place, since the spell only has a 1,000 foot range. It’s not bad, though, for a 2nd level spell.

Commune

Finally the spell that lets you ask the DM as closely as spells might let you. It’s a powerful one, but with Commune you speak to a deity or one of their agents and ask three questions that can be answered with yes or no. They will certainly help you wring some answers out of the situation, to try and get that puzzle solved at long last.

Hopefully you don’t get stuck the next time you come across a tricky puzzle, and instead reach for one of these spells,

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  • Source: Bell of Lost Souls