Travel Opticons In 5e

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Travel Options in 5e This document lists options for traveling with their respective costs for players and DM’s alike. It compiles many rules regarding travel, and contains some additional rules and suggestions. This document also lists some deviations from the Players Handbook. Any alternative options for official rules will be mentioned. The tables also contain the cost of using various travel options, such as the amount of feed a certain mount eats per day, hiring a carriage, chartering a ship, buying a hippogriff, having an NPC cast teleportation circle, and many more.

Table of Contents 1. Travel Pace a. Pace Effects Table b. Travel Pace Tables c. Forced March d. Difficult Terrain 2. Travel Activities 3. Taming Wild Horses 4. Mounts a. Rules b. Common Mounts

5. 6. 7. 8. 9.

c. Exotic Mounts d. Wild Mounts e. Special Mounts f. Barding g. Items for Mounts Land Vehicles Water Vehicles Air Vehicles Spellcasting Services Magical Items

Travel Pace These tables list the distance a party can travel on foot per minute, per hour, and per day (8 hours). A group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace tables. The Pace Effects Table also states whether the pace has any effect. Table 1 is the PHB’s suggested travel pace. This table assumes that, over time, a group’s pace is unaffected by the individual members' walking speeds. During an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower ones, and one traveler's quickness is matched by another traveler's endurance. Table 2 presents an alternative option, with varying speeds depending on the slowest member of an adventuring group. This table assumes that small differences in speed between characters become more and more significant over longer travel distances. This also changes the distances covered per day from Table 1 to equal distance per hour x 8. Using this table, a group travels using the speed of the slowest individual, so a party traveling with a Halfling or Dwarf or other race with 25 speed uses the second table. Alternatively, you may apply the travel pace effects differently per character. If the number of hexes per day has a .5 increment, you may alternate your speed each traveling day between your hex speed rounded down, and your hex speed rounded up. For example, if your group has 30 speed and is traveling at a normal pace (2.5 hexes/day), you alternate between traveling 2 hexes/day and 3 hexes/day every day. Travel Pace Effects Pace Speed Fast 4/3rds of normal pace. Normal Slow

2/3rds of normal pace.

Effects -5 penalty to Wisdom (Perception) scores. -5 to Wisdom (Survival) checks to prevent getting lost. Able to forage for food and water while traveling. Able to use stealth. Able to forage for food and water while traveling. +5 to Wisdom (Survival) checks to prevent getting lost.

Travel Pace 1 (PHB) Distance per minute 400 feet 300 feet 200 feet

Distance per hour 4 miles 3 miles 2 miles

Distance per day 30 miles 24 miles 18 miles

Hexes per day (10 miles/hex) 3 2.5 2

Travel Pace 2 (Alternate) Distance per Pace (speed 30) minute Fast 400 feet Normal 300 feet Slow 200 feet Distance per Pace (speed 25) minute Fast 325 feet Normal 250 feet Slow 175 feet

Distance per hour 4 miles 3 miles 2 miles Distance per hour 3.25 miles 2.5 miles 1.75 miles

Distance per day 32 miles 24 miles 16 miles Distance per day 26 miles 20 miles 14 miles

Hexes per day (10 miles/hex) 3 2.5 1.5 Hexes per day (10 miles/hex) 2.5 2 1.5

Pace Fast Normal Slow

Forced March The Travel Pace tables assume that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. 1

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion. Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain. You move at half speed in difficult terrain—moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

Travel Activities Characters can take the following options while traveling as a group.  Stealth – Any character can attempt to move stealthily if they are traveling at a slow pace, even while doing other activities. As long as they're not in the open, they can try to surprise or sneak by other creatures they encounter.  Observe – Characters who are not doing any other activity can use their passive Wisdom (Perception) scores to notice threats, or anything of interest during traveling.  Navigate – The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. Navigators make this check with advantage if they have a map of the region.  Draw a Map – The character can draw a map that records the group's progress and helps the characters get back on course if they get lost. No ability check is required.  Track – A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it.  Forage – The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it. A successful check lets foragers find 1d6 + their Wisdom modifier of food in pounds, and the same roll for water in gallons.

Taming Wild Horses Taming a wild horse to serve as a mount can be very rewarding, but is a time-consuming and difficult endeavour. If attempting to tame a wild horse, a player can spend 1 hour to make one DC 15 Wisdom (Animal Handling) check per day. This check automatically fails if the horse has been attacked or been targeted by a hostile effect by the player or their companions in the past 10 days. Upon 15 successes, the horse is tamed and becomes friendly towards the player. Upon 10 failures, the horse stays wild and attempts to tame it automatically fail for 30 days.

Mounts Adventurers sometimes need to travel faster than on foot, or carry more than they can on their own. In such cases, they may opt to buy or rent mounts. Take note that the price to buy the mount does not include a bit and bridle or saddles, the prices of which can be found further below. A mount not trained for battle will usually attempt to run away from danger when a fight breaks out. A large mount can seat up to two medium-sized creatures, depending on their weight and load. A medium-sized mount can ride one small-sized creature or carry the party’s load. A huge-sized mount can seat up to five medium-sized creatures, depending on their load. Exotic mounts can be found in far-away places, or in the ownership of certain people from foreign lands. Wild mounts are very rarely seen, and even more rarely seen tamed. Some of these wild mounts are often found in the ownership of monstrous humanoids, such as goblins with tamed worgs. For most though, it takes months or even years of training by a skilled and knowledgeable professional to be able to tame wild mounts such as an owlbear or hippogriff. Taming is generally easier if the creature is raised by the trainer from birth. Wild mounts generally can’t be rented, as they are too valuable to leave to strangers. Rarely, wild mounts can be bought from some licensed trainers, but may be more readily available from poachers or other disreputable sources who sell untrained beasts for cheaper. Costs listed assume creatures are bought trained and from licensed sellers. Special mounts are especially rare and powerful. They are as intelligent as humanoids, so they can’t usually be tamed, but they may be persuaded to let certain individuals mount them temporarily (or in rare circumstances, permanently) if it aligns with their interests. They may also be given as gifts by powerful entities to their followers. Even trained monstrous mounts can get into various mishaps within a city, or even be denied entry. Creatures such as dire wolves and owlbears, for example, are commonly seen as wild monsters and may be attacked by guards on sight. Griffons have a strong desire for horse flesh, and must be kept away from horses. Some officials or guards might be persuaded or bribed to let monstrous mounts into the town proper. A mount’s speed when traveling at a fast pace is 4/3rds its normal speed, while its speed when traveling at a slow pace is 2/3rds its normal speed. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. Tamed flying mounts can fly for three hours before needing to rest for one hour. Flying mounts can fly for up to a total of 9 hours a day. Flying mounts cannot fly if they are encumbered. 2

Mule (medium)

Distance per minute 400 feet

Mastiff (medium)

400 feet

4 miles

32 miles

3

195 lbs.

Pony (medium)

400 feet

4 miles

32 miles

3

225 lbs.

Draft horse

400 feet

4 miles

32 miles

3

540 lbs.

Riding horse

600 feet

6 miles

48 miles

5

480 lbs.

Warhorse

600 feet

6 miles

48 miles

5

540 lbs.

Distance per hour

Distance Hexes per day per day (10 miles/hex)

3 miles

24 miles

2.5

Carrying Capacity (including character weight and gear) 225 lbs.

Common Mounts

Exotic Mounts Giant Riding Lizard (climb)

Distance per minute 300 feet

Distance per hour

Distance Hexes per day per day (10 miles/hex)

4 miles

32 miles

3

Carrying Capacity (including character weight and gear) 420 lbs.

Female Steeder (climb)

300 feet

3 miles

24 miles

2.5

450 lbs.

Rothe

300 feet

3 miles

24 miles

2.5

540 lbs.

Giant Boar

400 feet

4 miles

32 miles

3

510 lbs.

Rhinoceros

400 feet

4 miles

32 miles

3

630 lbs.

Elephant (huge)

400 feet

4 miles

32 miles

3

1320 lbs.

Giant Sea Horse (swim)

400 feet

4 miles

32 miles

3

360 lbs.

Camel

500 feet

5 miles

40 miles

4

480 lbs.

Allosaurus

600 feet

6 miles

54 miles

5.5

570 lbs.

Distance per hour

Distance Hexes per day per day (10 miles/hex)

4 miles

32 miles

3

Carrying Capacity (including character weight and gear) 600 lbs.

Owlbear

Distance per minute 400 feet

Dire Wolf

500 feet

5 miles

40 miles

4

510 lbs.

Axe Beak

500 feet

5 miles

40 miles

4

420 lbs.

Worg

500 feet

5 miles

40 miles

4

480 lbs.

Hippogriff (fly)

600 feet

6 miles

54 miles

5.5

510 lbs.

Wild Mounts

Cost 8 gp to buy 5 sp/pay to rent Eats 4 lbs. of feed/day (2 cp) 25 gp to buy 5 sp/day to rent Eats 2 lbs. of feed/day (1 cp) 30 gp to buy 1 gp/day to rent Eats 4 lbs. of feed/day (2 cp) 50 gp to buy 3 gp/day to rent Eats 10 lbs. of feed/day (5 cp) 75 gp to buy 5 gp/day to rent Eats 10 lbs. of feed/day (5 cp) 400 gp to buy 35 gp/day to rent Eats 10 lbs. of feed/day (5 cp) Cost 55 gp to buy 5 gp/day to rent Eats 10 lbs. of feed/day (1 sp) 500 gp to buy Cannot be rented Eats 10 lbs. of feed/day (1 sp) 60 gp to buy 4 gp/day to rent Eats 10 lbs. of feed/day (5 cp) 75 gp to buy 6 gp/day to rent Eats 15 lbs. of feed/day (8 cp) 500 gp to buy Cannot be rented Eats 15 lbs. of feed/day (8 cp) 500 gp to buy Cannot be rented Eats 200 lbs. of feed/day (1 gp) 200 gp to buy Cannot be rented Eats 10 lbs. of feed/day (5 cp) 50 gp to buy 4 gp/day to rent Eats 10 lbs. of feed/day (5 cp) 400 gp to buy Cannot be rented Eats 10 lbs. of feed/day (1 sp) Cost (most wild mounts cannot be bought/rented except from rare trainers) 2,000 gp to buy Cannot be rented Eats 15 lbs. of fd/day (15 cp) 1,000 gp to buy Cannot be rented Eats 10 lbs. of feed/day (1 sp) 900 gp to buy Cannot be rented Eats 10 lbs. of feed/day (1 sp) 1,000 gp to buy Cannot be rented Eats 20 lbs. of feed/day (2 sp) 15,000 gp to buy Cannot be rented Eats 15 lbs. of feed/day (8 cp) 3

Griffon (fly)

800 feet

8 miles

72 miles

7

540 lbs.

Wyvern (fly)

800 feet

8 miles

72 miles

7

570 lbs.

Distance per hour

Distance Hexes per day per day (10 miles/hex)

5 miles

40 miles

4

Carrying Capacity (including character weight and gear) 540 lbs.

Unicorn

Distance per minute 500 feet

Pegasus (fly)

900 feet

9 miles

81 miles

8

540 lbs.

Nightmare (fly)

900 feet

9 miles

81 miles

8

540 lbs.

Special Mounts

17,500 gp to buy Cannot be rented Eats 15 lbs. of fd/day (15 cp) 20,000 gp to buy Cannot be rented Eats 20 lbs. of feed/day (2 sp) Cost Cannot be bought Cannot be rented Eats 10 lbs. of feed/day (5 cp) Cannot be bought Cannot be rented Eats 15 lbs. of feed/day (8 cp) Cannot be bought Cannot be rented Eats 10 lbs. of feed/day (1 sp)

Barding Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. The armor class listed for each type of barding replaces the creature’s armor class when worn. Barding Light Barding Padded Leather Studded leather Medium Barding Hide Chain shirt Scale mail Breastplate Half plate Heavy Barding Ring mail Chain mail Splint Plate

Cost

Armor Class

Strength

Stealth

Weight

20 gp 40 gp 180 gp

11 + Dex modifier 11 + Dex modifier 12 + Dex modifier

-

Disadvantage -

16 lbs. 20 lbs. 26 lbs.

40 gp 200 gp 200 gp 1,600 gp 3,000 gp

12 + Dex modifier (max 2) 13 + Dex modifier (max 2) 14 + Dex modifier (max 2) 14 + Dex modifier (max 2) 15 + Dex modifier (max 2)

-

Disadvantage Disadvantage

24 lbs. 40 lbs. 90 lbs. 40 lbs. 80 lbs.

120 gp 300 gp 800 gp 6,000 gp

14 16 17 18

Str 13 Str 14 Str 15

Disadvantage Disadvantage Disadvantage Disadvantage

80 lbs. 110 lbs. 120 lbs. 130 lbs.

Items for Mounts Riding a horse without a saddle gives you disadvantage on any check you make to remain mounted. A military saddle braces the rider, helping you keep your seat on an active mount in battle, and gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. A pack saddle is needed to attach saddlebags to an animal. Mounts need to have saddlebags attached if you wish to have them carry gear. Saddlebags can hold 2 cubic feet or 60 pounds of items. A bit and bridle are needed on horses and certain other mounts to be able to control it, unless the mount is intelligent enough to understand the language of its rider and properly obeys orders. Stabling is available in most cities and villages, and usually costs 5 sp per day per Large-sized creature. Stablemasters may charge more if adventurers try to leave particularly bad-tempered horses, and usually reject monstrous mounts such as owlbears. Feed for carnivores is slightly more expensive than feed for herbivores by the pound. Instead of providing feed for herbivores, owners may let them graze when on appropriate terrain. A Large creature requires 15 hours of grazing to eat enough for the day. Item Animal feed (herbivore) Animal feed (carnivore) Bit and bridle Saddle, pack Saddle, riding

Cost 1 cp 1 cp 2 gp 5 gp 10 gp

Weight 2 lbs. 1 lb. 1 lb. 15 lbs. 25 lbs.

Item Saddle, military Saddle, exotic Saddlebags Stabling (per day)

Cost 20 gp 60 gp 4 gp 5 sp

Weight 30 lbs. 40 lbs. 8 lbs. -

Land Vehicles Land vehicles can seat multiple people and carry a lot of load while having only one or two creatures pulling it. They are very useful if adventurers can only afford one or two mounts that can’t seat the entire party. Some adventurers on a budget may also choose to travel with caravans or buy seats on carriages going on established routes from town to town. 4

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. The speed of land vehicles depend on the creature/s the vehicle is pulling it, usually a draft horse. Sleds are used on ice or snow and are usually pulled by two or more sled dogs (use the statistics for a mastiff). Pulling Creatures notes how many creatures can be used to pull the vehicle. Creature Capacity notes how many medium-sized creatures can fit the vehicle, including the driver (this number may be lower depending on the creature’s carrying capacity and the weight of all of the characters and their gear). Costs for renting wagons and carriages assume two draft horses are pulling them, and reflect the cost of hiring a skilled labourer, the cost of the vehicle, the cost of slots, and the feed of the animals. If the beast pulling the vehicle is different, increase or decrease the cost of renting accordingly. Drivers usually will not rent out just the vehicles and horses, as they are too valuable to leave to strangers.

Chariot

Pulling Creatures 1-2

Creature Capacity (not including gear) 2

Sled

2 or more

2

300 lbs.

Cart

1

5

200 lbs.

Wagon

1 or more

7

400 lbs.

Carriage

2 or more

9

600 lbs.

Land Vehicles

Weight

Costs

100 lbs.

250 gp to buy 1 gp/day to rent vehicle 20 gp to buy 3 gp/day to rent vehicle, horse/s, and driver 15 gp to buy 1 sp/day/head to rent one slot 3 gp/day to rent vehicle, horse/s, and driver 35 gp to buy 1.5 sp/day/head to rent one slot 5 gp/day to rent vehicle, horse/s, and driver 100 gp to buy 5 sp/day/head to rent one slot 10 gp/day to rent vehicle, horse/s, and driver

Water Vehicles Eventually, adventurers will want to travel through lakes, rivers, and seas. In that case, they may want to purchase or book passage on a sea vehicle. This table lists down travel speeds and costs for various sea vehicles. This table also lists the minimum number of crew members to run the ship. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. In a dead calm (no wind), ships can't move under sail and must be rowed. A ship sailing against a strong wind moves at half speed. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry up to one-fifth as many passengers. Passengers are assumed to be Medium or Small. The price of a hammock and private rooms were taken from the suggestions in the DMG. A room in a ship usually has 2-6 beds. The cost to charter was taken by calculating the pay per crew member per day (2 gp/day), all the available passenger spaces per day, and considering cargo/opportunity cost. If chartering, prices may increase when asking the crew to sail to dangerous areas. Rowed Vessels Rowboats, and canoes are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. Keelboats can be rowed as well as sailed. A rowboat or canoe weighs 100 pounds, in case adventurers carry it over land.

Water Vehicles Keelboat

Distance Distance per minute per hour 100 feet 1 mile, 4 miles downstream

Distance per day 8 miles, 32 miles

Hexes per day (10 miles/hex) 1, 3 downstream

Carrying Capacity 1/2 ton cargo, 6 passengers, crew 1

Rowboat

150 feet

1, 3.5 downstream

3 passengers, crew 1

Canoe

200 feet

1.5, 4 downstream

5 passengers, crew 1

Sailing Ship

200 feet

12 miles, 36 miles 16 miles, 40 miles 48 miles (per 24 hours)

5 (24 hours)

100 tons cargo, 20 passengers, crew 20

1.5 miles, 4.5 miles downstream 2 miles, 5 miles downstream 2 miles

Costs 3000 gp to buy 1 sp/day/head to rent one slot 30 gp/day to rent whole boat and crew 50 gp to buy 1 sp/day/head to rent one slot 1 gp to rent whole boat per day 50 gp to buy 1 sp/day/head to rent one slot 1.5 gp to rent whole boat per day 10,000 gp to buy 5 sp/day/head to rent one hammock 2 gp/day to rent whole room 75 gp/day to charter ship and crew

5

Warship

250 feet

2.5 miles

60 miles (per 24 hours)

6 (24 hours)

Longship

300 feet

3 miles

72 miles (per 24 hours)

7 (24 hours)

Galley

400 feet

4 miles

96 miles (per 24 hours)

9.5 (24 hours)

200 tons cargo, 60 passengers, crew 60 10 tons cargo, 150 passengers, crew 40 150 tons cargo, crew 80

25,000 gp to buy 1 gp/day/head to rent one hammock 5 gp/day to rent whole room 225 gp/day to charter ship and crew 10,000 gp to buy 5 sp/day/head to rent one hammock 3 gp/day to rent whole room 175 gp/day to charter ship and crew 30,000 gp to buy 1 gp/day/head to rent one hammock 5 gp/day to rent whole room 200 gp/day to charter ship and crew

Air Vehicles Eventually, even land and sea travel may be impeded by obstacles, such as mountains too tall to scale, oceans too vast to cross; or sometimes, adventurers just need more speed. Depending on your campaign setting, adventurers may find air vehicles available to help in such circumstances. These are very fast, and are not impeded obstacles most other forms of travel would be hindered by. Airships were developed by ingineous gnome inventors, and now, most cities house at least one that people can use for swift transport. Falcon Class airships are the most common form of air vehicle. They are fast, and most often used for transport between cities, though passage is very expensive. Falcon ships only have minimal defences, usually to defend against flying beasts or sky pirates. Most large cities have small ports where they can be docked, usually housing two to four ships at a time. Pegasus Class airships are small, but are incredibly fast, and are usually used by incredibly rich individuals for private use. Cities or kingdoms may also own one or two. Pegasus ships are Some Pegasus ships are built for stealth as well as speed and are used for covert operations, called Nightmares. Wyvern Class airships are large, but are still faster than water vehicles. Some are cargo ships, transferring large payloads quickly over big distances. Other Wyvern ships are war machines, built for battle, armored and armed. As adventurers travel through the air (such as using magical items, or flying mounts or vehicles), the DM checks for random encounters as they normally would. They ignore any result that indicates a non-flying monster, unless the characters are flying close enough to the ground to be targeted by non-flying creatures making ranged attacks. Characters have normal chances to spot creatures on the ground and can decide whether to engage them. Air Vehicles Airship (PHB)

Distance Distance per minute per hour 800 feet 8 miles

Falcon Class (fly)

800 feet

8 miles

Pegasus Class (fly)

1500 feet

15 miles

Wyvern Class (fly)

700 feet

7 miles

Distance per day 192 miles (per 24 hours) 192 miles (per 24 hours) 360 miles (per 24 hours) 168 miles (per 24 hours)

Hexes per day (10 miles/hex) 19 (24 hours)

19 (24 hours)

36 (24 hours)

17 (24 hours)

Carrying Capacity 1 ton cargo, 20 passengers, crew 10

Costs

20,000 gp to buy 5 gp/day/head to rent one hammock 20 gp/day to rent whole room 250 gp/day to charter ship and crew 1 ton cargo, 40,000 gp to buy 40 passengers, 5 gp/day/head to rent one hammock crew 10 20 gp/day to rent whole room 250 gp/day to charter ship and crew 10 passengers, 100,000 gp to buy crew 5 10 gp/day/head to rent 1 hammock 40 gp/day to rent whole room 600 gp/day to charter ship and crew 30 tons cargo, 100,000 gp to buy 30 passengers, 10 gp/day/head to rent 1 hammock crew 20 40 gp/day to rent whole room 900 gp/day to charter ship and crew

Spellcasting Services If a party has access to spellcasting services, they may opt to travel using magical means. This table lists magical travel options that may be available for use. A phantom steed spell is used for distances shorter than ten miles, and can benefit one creature. Some factions have permanent teleportation circles located in their guild halls or buildings. These circles have magical wards to prevent unwanted use, but if certain characters have powerful connections within these factions, they may be granted access to them. Some major cities also have their own public teleportation circles, though their use is limited to only important individuals or the upper class who can afford their use. Private teleportation sigil sequences are usually kept secret. Public teleportation circles have their own security, such as using divination magic to check who is attempting to access the circle before opening it for use, or placing the circle in a magically secure room. The teleport, wind walk, and plane shift spells affects their casters at the time of casting as well, though most will opt not travel with those who avail of their services. Mages who cast wind walk usually immediately revert back to their own form.

6

Mages who cast teleport or plane shift for others usually cast it to go to places beyond the reach of most teleportation circles. They either use another spell to immediately go back to their original location, or find temporary residence or shelter where they end up to wait to regain their spell slot for traveling back. Even with pay, most mages will not go to unfamiliar and/or unsafe places willingly – places such as enemy territory, regions with dangerous wildlife or conditions, or in the case of plane shift, hostile planes such as the Nine Hells or the Abyss. Some mages may be willing to go to such places if the place is familiar to them, if they are confident in their survival, or if they have a way to immediately return to their original location. Druids who cast transport via plants will usually not ask for money, but may instead ask a favour from the characters for their services.

Phantom Steed

Spell Level 3rd

Distance per minute 1000 feet

Distance per casting Lasts one hour Instant

Hexes per day (10 miles/hex) 1, 1.5

Creatures per Cast 1

Instant

Distance per hour 10 miles, 13 miles fast pace Instant

Teleportation circle

5th

Instant

16

Teleportation circle (permanent) Wind walk

5th

Instant

Instant

Instant

Instant

-

6th

3000 feet

30 miles

240 miles

24

Caster + 10

Transport via plants

6th

Instant

Instant

Instant

Instant

6

Teleport

7th

Instant

Instant

Instant

Instant

Caster + 8

Plane shift

7th

Instant

Instant

Instant

Instant

Caster + 8

Spell

Costs 50 gp/casting 200 gp/ casting 35 gp/ creature 300 gp/ casting 300 gp/ casting 750 gp/ casting 1,500 gp/ casting

Magical Items Adventurers may run into wondrous items that will let them travel faster than normal, usually by flight. This table lists some possibilities and their distances and carrying capacities. Distance per hour 5 miles

Distance per day 40 miles

Hexes per day (10 miles/hex) 4

Carpet of flying (6 ft. x 9 ft.) 300 feet

3 miles

24 miles

2.5

Carpet of flying (5 ft. x 7 ft.) 400 feet

4 miles

32 miles

3

Carpet of flying (4 ft. x 6 ft.) 600 feet

6 miles

48 miles

5

Carpet of flying (3 ft. x 5 ft.) 800 feet

8 miles

64 miles

6.5

Wings of flying

6 miles

One hour

.5

Vehicle Travel Broom of flying

Distance per minute 500 feet

600 feet

Creature Carrying Capacity (including Capacity creatures) 1 400 lbs., speed becomes 30 when carrying >200 lbs. 6 1,600 lbs., speed becomes 15 when carrying >800 lbs. 4 1,200 lbs., speed becomes 20 when carrying >600 lbs. 3 800 lbs., speed becomes 30 when carrying >400 lbs. 2 400 lbs., speed becomes 40 when carrying >200 lbs. 1 Your carrying capacity

7

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