When you want to go fast, go alone. When you want to go far, use one of these five D&D travel spells to traverse the world map.
In Dungeons & Dragons, your hero can leave his humble hometown behind to travel the world. But often this world is big. And full of monsters. Here are five spells that will help you get from here to there in a hurry.
When you need to go the distance, these D&D travel spells won’t let you down.
Longstrider increases movement speed by 10 feet per hour and all it takes is a pinch of dirt. It’s not much, but it’s nice to have just one level one spell.
By the time you’re looking at crossing the map, you can probably get at least 4 hours of increased speed out of it, which will help you get where you’re going.
Phantom Steed is one of those kind of rite of passage spells. When you get it, it really opens up the world map. Suddenly you can travel 13 miles in the space of an hour – which isn’t fast by modern standards, but it helps you get over that terrain.
Plus, it can take on the appearance of any horse-like creature you choose. So you get a good, magical ride, and with just two slots you can travel as far as a normal person travels in a day.
But you still have six hours before you tire.
Walking on the water
The Phantom Steed can take you anywhere on land, but anywhere on the sea? Water Walk has you covered. You can cross any body of water or other liquid such as acid, lava or milk depending on the type of world you are playing on. And you can take up to ten creatures with you when you cast the spell.
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If you need a spell to move your party out to sea, this will give you an hour’s worth of travel, which is often quite far. But since it’s level three, you can probably push it even further, especially since you can ritualize it as much as you need (even while standing on water).
I walked with the wind
However, Wind Walk is the real kicker. This is travel magic par excellence. For a 6th-level slot, you and up to ten friends become little more than a breeze. Although you are able to move quickly and against the wind. However, care must be taken when doing this, lest it be mistaken for Crebain of Dunland.
Regardless, this spell allows your confined party to travel at a base speed of 300 feet, meaning you can travel about 240 miles in the eight hours the spell lasts.
Of course, if you really want to cover the distance, Teleport is the way to go. The Teleportation Circle acts as a fast travel hub. But Teleport will take you to places you’ve never seen before – but with a little teleporting mishap and getting lost or on another plane never to be seen again.
What is your favorite D&D travel spell?
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