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D&D: Journey Spells – 5 Methods to Cross The World Map


While you need to go quick, go alone. While you need to go far, use one among these 5 D&D journey spells for crossing the world map.

In Dungeons & Dragons, your hero may go away behind their humble hometown to journey the world. However oftentimes that world is huge. And stuffed with monsters. Listed below are 5 spells that can enable you to get from right here to there in a rush.

While you’ve bought to go the space, these D&D journey spells received’t allow you to down.

Longstrider

D&D travel spells

Longstrider will increase your motion velocity by 10 ft for an hour and all it takes is a pinch of grime. It isn’t a lot, but it surely’s good to have solely a 1st stage spell.

By the point you’re crossing the map, you would in all probability get at the very least 4 hours of boosted velocity out of it, which can enable you to get the place you’re going.

Phantom Steed

D&D travel spells

Phantom Steed is a kind of ceremony of passage sort of spells. While you choose it up, it actually opens the world map. Immediately you’ll be able to journey 13 miles within the span of an hour–which isn’t quick by fashionable requirements, but it surely helps you cross that terrain.

Plus it will possibly take the looks of any horselike creature you determine. So that you get a superb, magical experience, and with simply two spell slots you’ll be able to journey so far as a standard individual travels in a day.

However you’ll nonetheless have six hours left earlier than you get drained.

Water Stroll

D&D travel spells

Phantom Steed may get you wherever on land, however what about wherever at sea? Water Stroll has you coated. You’ll be able to cross any physique of water or different liquid like acid or lava or milk relying on what sort of world you’re taking part in on. And you may take as much as ten creatures with you if you solid the spell.

If you happen to want a spell to get your social gathering shifting at sea, this gives you an hour’s value of journey, which is commonly far sufficient. However because it’s third stage, you would in all probability push it even additional, particularly since you’ll be able to solid it as a ritual as a lot as you want (even whereas standing on the water).

Wind Stroll

Wind Stroll is the actual kicker although. It is a travelling spell par excellence. For one sixth stage slot, you and as much as ten associates develop into little greater than a whiff of cloud. Although you’re able to shifting quick and towards the wind. Care must be taken when doing so, although, lest you be mistaken for Crebain from Dunland.

Regardless, this spell lets your enclouded social gathering journey with a base velocity of 300 ft , that means you’ll be able to cowl about 240 miles within the eight hours the spell lasts.

Teleportation Circle/Teleport

In fact in case you actually need to cowl distance, Teleport is the way in which to go. Teleportation Circle acts as a quick journey hub sort of factor. However Teleport will take you to locations you’ve by no means even seen earlier than–however with slightly tiny little bit of a teleportation mishap and being misplaced or on one other airplane by no means to be seen once more.

What’s your favourite D&D journey spell?

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