D&D: Travel Spells– Five Ways to Cross The World Map
When you want to go fast, go alone. When you want to go far, use one of these five D&D travel spells for crossing the world map.
In Dungeons & Dragons, your hero might leave behind their humble hometown to travel the world. But oftentimes that 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’ve got to go the distance, these D&D travel spells won’t let you down.
Longstrider
Longstrider increases your movement speed by 10 feet for an hour and all it takes is a pinch of dirt. It isn’t much, but it’s nice to have only a 1st level spell.
By the time you’re looking at crossing the map, you could probably get at least 4 hours of boosted speed out of it, which will help you get where you’re going.
Phantom Steed
Phantom Steed is one of those rite of passage kind of spells. When you pick it up, it really opens the world map. Suddenly you can travel 13 miles in the span of an hour–which isn’t fast by modern standards, but it helps you cross those terrain.
Plus it can take the appearance of any horselike creature you decide. So you get a good, magical ride, and with just two spell slots you can travel as far as a normal person travels in a day.
But you’ll still have six hours left before you get tired.
Water Walk
Phantom Steed might get you anywhere on land, but what about anywhere at sea? Water Walk has you covered. You can cross any body of water or other liquid like acid or lava or milk depending on what kind of world you’re playing on. And you can take up to ten creatures with you when you cast the spell.
If you need a spell to get your party moving at sea, this will give you an hour’s worth of travel, which is often far enough. But as it’s 3rd level, you could probably push it even further, especially since you can cast it as a ritual as much as you need (even while standing on the water).
Wind Walk
Wind Walk is the real kicker though. This is a travelling spell par excellence. For one 6th level slot, you and up to ten friends become little more than a whiff of cloud. Though you are capable of moving fast and against the wind. Care should be taken when doing so, though, lest you be mistaken for Crebain from Dunland.
Regardless, this spell lets your enclouded party travel with a base speed of 300 feet , meaning you can cover about 240 miles in the eight hours the spell lasts.
Teleportation Circle/Teleport
Of course if you really want to cover distance, Teleport is the way to go. Teleportation Circle acts as a fast travel hub kind of thing. But Teleport will take you to places you’ve never even seen before–but with a little tiny bit of a teleportation mishap and being lost or on another plane never to be seen again.
What’s your favorite D&D travel spell?