hbarsquared
Quantum Chronomancer
Somewhat reiterating Piratecat's suggestion: make the journey important.
Using the sage idea: perhaps only he knows the proper command word, or has the only key? But first the PCs need to find him.
Or maybe they need to visit several other places scattered around the world in order to gain the information that they need?
The key to high-level abilities is that they always require some previously known information, whether it be a teleport or divination. If the exact location of the mythical city is unknown, make it's discovery a quest unto itself. Divinations are notoriously ambiguous. Require that the PCs visit someone or somplace in order to figure it out.
Just keep in mind the prerequisites for these spells, and the exact effect, and use the specifics themselves to add to your adventures.
Using the sage idea: perhaps only he knows the proper command word, or has the only key? But first the PCs need to find him.
Or maybe they need to visit several other places scattered around the world in order to gain the information that they need?
The key to high-level abilities is that they always require some previously known information, whether it be a teleport or divination. If the exact location of the mythical city is unknown, make it's discovery a quest unto itself. Divinations are notoriously ambiguous. Require that the PCs visit someone or somplace in order to figure it out.
Just keep in mind the prerequisites for these spells, and the exact effect, and use the specifics themselves to add to your adventures.