Author Topic: Travel Magic  (Read 17340 times)

Offline Vizzerdrix

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Re: Travel Magic
« Reply #20 on: October 04, 2016, 01:26:18 PM »
Magic of Faeruns Travelers cloak is missing. 1200 gold gets you rations per day, a gallon of hot tea or cold water, a tent and endure elements vs. cold weather.

Offline Samwise

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Re: Travel Magic
« Reply #21 on: October 19, 2016, 02:15:43 PM »
I found a few more:

Lively Step and Tern's Persistence for spells.
Hand of the Mage and Uskura for items.

Offline SorO_Lost

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Re: Travel Magic
« Reply #22 on: October 19, 2016, 04:07:32 PM »
More Shelters!
Tortoise Shell (magic of fr, 3rd): 5ft hemisphere weights 10lbs to you but 500lbs to everyone else, two medium creatures can sleep in it, you can til it up for cover in combat, or flip it outside down to use as a boat because it floats too. Spells like this remind you D&D is not just about combat.
Celestial Fortress (CoV, 4th): as secure shelter but but it's a deity themed for with consecrate and magic circle against evil.
Hidden Lodge (SpC, 5th): as secure shelter but dc 30 survival check to locate it that can only be made if you're within 30ft.
Expeditious Excavation (online, 7th): builds a hole in the ground, can be dismissed to bury everyone in the middle of the night.
Dune Tomb (online, 8th): you can bury your entire party underground and they don't need food/water. Plus you can choose who to release later ;)
Genesis (SRD, 9th): create your own pocket dimension you can't actually walk to without a gate.

Lost?
Guided Path (CM, 1st): find the desired npc shop.
Safety (SpC, 3rd): know the direction of a safe place and comes from manual of the planes so it specifically notes planar interactions and can be used to avoid certain planar problems (like forced healing or raining fireballs).

Getting There
Spiritual Chariot (SpC, 2nd): invincible chariot that has to be hooked to a special mount or it vanishes.
Mirror Walking (MotP, 5/7): jump into a mirror and travel to another, only random encounter is your evil mirror twin trying to kill you.
Cloud Chariot (CAr, 8th): pretty much what the name suggests, lasts 10 minutes but can cover 100 miles in that time.

It should be spelled FUNg Shui!
Clothier's Closet (EB:MoE, 2nd): conjure a fully stocked clothing rack that appears none magical for several hours.
Darsson's Fiery Furnace(s. south, 2nd): turn an area into an oven.
Nature's Rampart (SpC, 3rd): add a wall, or moat, around your home.
Leomund's Secret Chest (SRD, 5th): store stuff on the ethereal plane
Mordenkainen's Faithful Hound (SRD, 5th): every warm home needs a dog.
(Greater) Fantastic Machine (SpC, 6/9): build your own roomba.
Raise Volcano (online, 9th): every evil lair needs a volcano, this one lasts until your warforged incantatrix slave stops concentrating on it.

Offline Samwise

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Re: Travel Magic
« Reply #23 on: October 20, 2016, 01:26:07 AM »
Added the batch from Sor_0 except for mirror travel. (Which would go in the planar appendix.)

And . . . exceeded the post limit, so the original version now gets hidden here.

The original version:

(click to show/hide)

Offline Necrosnoop110

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Re: Travel Magic
« Reply #24 on: October 20, 2016, 09:52:09 AM »
 :clap Nice work, all.

Offline Samwise

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Re: Travel Magic
« Reply #25 on: August 14, 2017, 05:16:31 PM »
Added two obscure items to the miscellaneous section, one with gratuitous abuse potential.
Added a bunch of commentary on the containers.

Offline Nifft

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Re: Travel Magic
« Reply #26 on: October 11, 2017, 01:10:59 AM »
One more item for consideration from a Far Corners article:

Quote
Treebed: A treebed looks (and functions) like an ordinary bedroll. If unrolled in the branches of a tree, though, it attaches to surrounding branches and the trunk in a manner similar to a hammock. A creature that sleeps in the treebed is protected from the elements (as if by endure elements) and remains dry and comfortable even in the most violent downpours. Finally, the treebed becomes warded with an alarm spell when so deployed.

Faint abjuration; CL 3rd; Craft Wondrous Item, alarm,endure elements; Price 2,750 gp; Weight 3 lb.

http://archive.wizards.com/default.asp?x=dnd/fw/20040919a

Offline nijineko

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Re: Travel Magic
« Reply #27 on: October 11, 2017, 01:15:10 PM »
Glove of storage has one more function that is of note: unlike the shrink spell it is based off of, it can affect and store magic items. This specific function was notably used in the immortality handbook as part of the process to one route to theoretical immortality. (The Steal Steel trick.)
« Last Edit: October 11, 2017, 01:22:05 PM by nijineko »

Offline awaken_D_M_golem

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Re: Travel Magic
« Reply #28 on: October 12, 2017, 05:38:38 PM »
nifty pic for Travel Magic (or rather "magic")

(click to show/hide)
Your codpiece is a mimic.

Offline snakeman830

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Re: Travel Magic
« Reply #29 on: October 30, 2017, 11:30:52 PM »
Since you mentioned Goggles of Day, why not Sundark Goggles from Races of the Dragon (p.123)?  They also solve the issue of Light Sensitivity (not Light Blindness, though) and also give a +2 bonus on saves vs. Gaze attacks.  Best part?  10GP and mundane.  This is actually an alchemical item, and as such nothing will stop it from functioning and it doesn't take an item slot.

Now, it does penalize you if you don't have low-light vision or Darkvision (-2 Search and Spot), but nobody with light sensitivity doesn't have one of those abilities.  Heck, if you're not playing a human or halfling, they're good pickups if you're dealing with foes that have gaze attacks frequently.  They also turn off your own gaze attacks, but this means you can tie up a medusa, slip a pair of these on them, and interrogate safely.  Circumstantial, but something to keep in mind.
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Offline Endarire

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Re: Travel Magic
« Reply #30 on: December 31, 2017, 02:16:44 AM »
This is a guide I compiled for a Roll20 game I'm in (as of this writing) with lots of advice from this thread.  I made this guide with the intent of publishing it, but then I found Samwise's Travel Magic guide!

This post regards the group's ability to, indirectly or directly, get around the overworld and perhaps other places also at a speed notably faster than walking.

Only long-range abilities are included below. Normally, all party members must be affected for the party to benefit from that method.

I included certain select abilities available beyond that because they're likely useful to us eventually, but the 'available-by-level-12' was the focus.  (Most campaigns don't last past level 12 and if you do happen to have access to spell level 7+ abilities like gate, you probably don't need my advice on them here.)  I also purposely deemphasized abilities available to classes we lacked, such as a Wizard (as of this writing).

Remember, all [Good] characters in our group able to prepare and cast spells (meaning Clerics, Healers, Paladins, Archivists, and Wizards, and Druids of the appropriate alignment) can prepare and cast Sanctified spells.  Wizards can normally choose these spells at level up time (opposed schools aside), but Archivists normally need to find the spells before learning them.  (That's probably what the Archivist Scribe Scroll class feature was for, especially when used within your group.)

Remember also that prepared divine casters know all spells on their spell lists, and [Good] Clerics can spontaneous convert their prepared Cleric spells into Sanctified spells in addition to their normal conversion.

Many suggestions were considered from this thread (http://www.giantitp.com/forums/showthread.php?543910-As-a-pure-Druid-how-to-access-Teleport).

[CREATE LANTERN ARCHON (LEVEL 3 SANCTIFIED SPELL)]
=Description: In short, make a Lantern Archon loyal to you that will help you for a little while. Lantern Archons can, AT WILL, use Greater Teleport on themselves to transport themselves and up to 50 pounds of gear. Stuff people in a Bag of Holding or Portable Hole and we have a flying, glowing taxi!

http://dnd.arkalseif.info/spells/champions-of-valor--28/create-lantern-archon--307/index.html

http://www.giantitp.com/forums/showthread.php?473413-Abusing-quot-Create-Lantern-Archon-quot-spell-(for-world-domination

http://www.d20srd.org/srd/spells/restoration.htm

http://dnd.arkalseif.info/spells/spell-compendium--86/sheltered-vitality--4158/index.html

-Cons: d2 CON drain per use! Requires a Restoration spell (after), a Sheltered Vitality spell (before), or similar frequently to negate CON drain. Requires a Bag of Holding, Portable Hole, or similar for people to ride along. Lantern Archons are normally vulnerable creatures with 1d8 HP (though DR 10/Overcome by Magical Evil Weapons) and a bright glowing form, though with 60' fly (perfect maneuverability).  May also require a use of the Feathers spell or similar to fit a large party in a Heward's Handy Haversack.

+Pros: Instant, error-free warping anywhere on our current plane! If we had magical containers, we could be doing this right now, just judiciously due to the CON drain.

[DRUIDIC ANIMAL COMPANION (DIRE EAGLE)]
=Description: A Druid acquires a Dire Eagle (Races of Stone 186) animal companion, a Large creature with 60' fly speed that can take the feat Improved Maneuverability for (good) maneuverability to be able to hover.

-Cons: Requires a day. People may mourn the loss of the previous companion.

+Pros: This form can carry 399 pounds initially as a light load and more as her master levels. She has comparable stats to her Riding Dog form plus claw/claw/bite but without auto-trip attempts on hit.

[DRUIDIC WILD SHAPE (FLYING FORMS)]
=Description: A Druid shapeshifts into a flying form for 1 hour per level. He can become a Medium creature at level 5 and Large creature at level 8.

-Cons: Only transports a small number of people at a time besides the user. A Medium form could transport 1 Small creature easily or 2 Small creatures if they squeezed. A Large form could

transport 1 Medium or 2 small creatures easily or 2 Medium creatures if they squeezed.

+Pros: Doesn't require spell slots. Lasts most or all of the traveling period of a day. Can't be dispelled.

[ETHEREAL MOUNT (LEVEL 4 BARD AND WIZARD SPELL)]
=Description: Summons 1 Phantom Steed and 1 more per 2 caster levels. Each steed is super fast (20' move speed per caster level, max 240'), and, with a high enough caster level, can Water

Walk, Air Walk, and fly (average maneuverability).

http://dnd.arkalseif.info/spells/spell-compendium--86/ethereal-mount--4461/index.html

http://www.d20srd.org/srd/spells/phantomSteed.htm

-Cons: 10 minute casting time. Each steed is fairly weak (18 AC and about 20 max HP)..

+Pros: Each steed is frickin' FAST! A 240' speed means moving 380 miles per 8 hours or 47.5 miles per hour. We could cross the island of Nymm in a day or two with that, assuming we could manage top speed for most of each day. And a Shadowcraft Mage feels useful for using Shadowcraft Mage3's Shadow Illusion ability to get us these mounts.

[FEATHERS (LEVEL 4 DRUID SPELL)]
=Description: Turn 1 willing creature per caster level into a feathered, winged Animal of Small or smaller size (usually an Eagle for 80' fly (average maneuverability) or a Hawk to fit more party members in a Bag of Holding or Heward's Handy Haversack).

http://dnd.arkalseif.info/spells/masters-of-the-wild-a-guidebook-to-barbarians-druids-and-rangers--44/feathers--1925/

-Cons: These forms are not meant for combat and are unclear on if they allow casting.

+Pros: Party-wide aerial travel form for an hour per caster level!  Alleluia!  Flight speed is increasable with Mass Snowshoes, Cloud Wings, Heart of Air, Wind at Back, and others.

[GREATER PLANE SHIFT (LEVEL 7 CLERIC & LEVEL 8 WIZARD SPELL)]
=Description: Warp the group from our current planar position to another plane.  If the caster has been to the destination before, on-target arrival is guaranteed instead of landing 5d100 miles away.

http://dnd.arkalseif.info/spells/spell-compendium--86/plane-shift-greater--4638/

-Cons: Very inaccurate unless the caster has been there before.

+Pros: Mostly useful for escaping the current plane to a place the caster has already visited.

[LESSER PLANAR ALLY (LEVEL 4 CLERIC SPELL)]
=Description: Call a LG Outsider of 6 HD or less (most likely a Lantern Archon or Hound Archon) to serve us.

http://www.d20srd.org/srd/spells/planarAllyLesser.htm

http://www.d20srd.org/srd/monsters/archon.htm

-Cons: 100 EXP cost per casting. Still requires a Bag of Holding or Portable Hole. Creatures called normally require a monetary payment or quest for services (a minimum of 100G per HD of the called creature for tasks requiring at most 1 minute per caster level), though the called creature may decide that stopping [Evil] and cultists by warping people around (including people who want to stop this [Evil] and may worship a rival of this [Evil] worthy of a discount or free services. Using Lantern Archons has the same cons as listed above in the Create Lantern Archon spell. Using Hound Archons means we have better warriors (6 HD, 33 HP, and other abilities) and no obviously glowing light, but no inherent flight.

+Pros: Instant, error-free warping anywhere on our current plane! No CON drain.

[ETHEREAL MOUNT (LEVEL 4 BARD AND WIZARD SPELL)]
=Description: Summons 1 Phantom Steed and 1 more per 2 caster levels. Each steed is super fast (20' move speed per caster level, max 240'), and, with a high enough caster level, can Water Walk, Air Walk, and fly (average maneuverability).

http://dnd.arkalseif.info/spells/spell-compendium--86/ethereal-mount--4461/index.html

http://www.d20srd.org/srd/spells/phantomSteed.htm

-Cons: 10 minute casting time. Each steed is fairly weak (18 AC and about 20 max HP)..

+Pros: Each steed is frickin' FAST! A 240' speed means moving 380 miles per 8 hours or 47.5 miles per hour. We could cross the island of Nymm in a day or two with that, assuming we could manage top speed for most of each day. And a Shadowcraft Mage3 can feel special for using his Shadow Illusion ability to produce these mounts.

[MASTER EARTH (LEVEL 7 DRUID SPELL)]
=Description: Warps the caster instantly between any 2 points on the ground on the Material Plane.

http://dnd.arkalseif.info/spells/spell-compendium--86/master-earth--4545/index.html

-Cons: Self-only.  Material Plane only.  The start and end points must touch the ground.

+Pros: Instant, errorless teleport-like ability that isn't blocked by dimensional lock and similar teleport blockers.  The caster can carry others in a Handy Haversack or such, especially with the feathers spell.

[PHANTOM STAG (LEVEL 5 DRUID SPELL)]
=Description: Summon a phantom deer (similar in effect to phantom steeds or ethereal mounts, above) for 1 hour per caster level with similar caster-level granted abilities to phantom steeds

(Air Walk, flight, etc.), but at later caster levels; however, despite moving at 20' per caster level (max 300'), phantom stags have more HP than phantom steeds.

http://dnd.arkalseif.info/spells/complete-divine--56/phantom-stag--652/index.html

-Cons: Requires a level 5 Druid spell slot for one of these instead of a level 4 Wizard or Bard spell slot for more of these.  Gets its special abilities at later caster levels than phantom steeds.

+Pros: Druids get it automatically.  More HP than phantom steeds.  Higher max speed than phantom steeds (300' move instead of 240').

[PLANAR ALLY (LEVEL 6 CLERIC SPELL)]
=Description: Call a LG Outsider of 12 HD or less (most likely a Trumpet Archon) to serve us.

http://www.d20srd.org/srd/spells/planarAlly.htm

http://www.d20srd.org/srd/monsters/archon.htm

-Cons: 250 EXP cost per casting. Still requires a Bag of Holding or Portable Hole. Creatures called normally require a monetary payment or quest for services (a minimum of 100G per HD of the called creature for tasks requiring at most 1 minute per caster level), though the called creature may decide that stopping [Evil] and cultists by warping people around (including people who want to stop this [Evil] and may worship a rival of this [Evil] worthy of a discount or free services. Using Trumpet Archons means they have 90' flight (good maneuverability), and notably better stats than Hound or Lantern Archons, but normally charge more in tribute.

+Pros: Instant, error-free warping anywhere on our current plane! No CON drain. A variety of blowing- and wind-related jokes.

[PLANE SHIFT (LEVEL 5 CLERIC & LEVEL 7 WIZARD SPELL)]
=Description: Warp the group from our current planar position to another plane.

http://www.d20srd.org/srd/spells/planeShift.htm

-Cons: Very inaccurate.

+Pros: Mostly useful for escaping the current plane (probably the Material Plane) and likely using another fast travel ability to get to our next destination.

[SHADOW WALK (LEVEL 5 BARD & LEVEL 6 BEGUILER AND WIZARD SPELL)]
=Description: For up to 1 hour per caster level, walk in the Plane of Shadow at speeds faster than the Material Plane (that is, 50 miles per hour).

http://www.d20srd.org/srd/spells/shadowWalk.htm

-Cons: Somewhat inaccurate. We may be stuck going way out of our way. Available at level 12 at soonest for Beguilers.

+Pros: Works regardless of local terrain. Isn't a [Teleportation] spell. Can take along 1 creature per caster level so long as they hold hands.

[STORMWALK (LEVEL 6 DRUID AND WIZARD SPELL]
=Description: Teleports the caster and 1 other creature per 2 caster levels to another spot on the same plane. Takes 10 minutes to warp the affected creatures. Seemingly only works outside or in a place large enough to hold a thunderstorm.

https://dndtools.net/spells/stormwrack--87/stormwalk--3337/

-Cons: 10 minute delay in arrival. Only works in large areas

+Pros: Druidic teleport! Can transport more creatures than teleport.

[TELEPORT (LEVEL 5 WIZARD SPELL) AND PSIONIC TELEPORT (LEVEL 5 FREEDOM MANTLE & PSION (NOMAD) POWER]
=Description: Warp the group from point to another on the same plane within 100 miles per caster level.

http://www.d20srd.org/srd/psionic/powers/teleportPsionic.htm

-Cons: Sometimes inaccurate.  Can be blocked by Dimensional Lock, Dimensional Anchor, and certain Teleport blockers.  Only transports the caster and 1 additional Medium or littler creature per 3 caster/manifester levels. Keep Feather Fall handy just in case we have a mishap and warp into midair.

+Pros: Generally accurate enough. Instant warping of hundreds of miles at a time!  Available in item form via a Runestaff of Transporation (Magic Item Compendium 182), a Belt of Wide Earth (Magic Item Compendium 204), or similar.  Available in feat form as a 1/day spell-like ability via Fiendish Legacy (Complete Mage 43) and Greater Mark of Passage (Eberron Campaign Setting 65).  Available in template form via Phrenic at 15 hit dice (Expanded Psionics handbook 206).  Available in class form via Jaunter3 (Expedition to the Demonweb Pits 172).

[TRANSPORT VIA PLANTS (LEVEL 6 DRUID SPELL)]
=Description: Warp the group from one plant (not a Plant creature) to another on the same plane.

http://www.d20srd.org/srd/spells/transportViaPlants.htm

-Cons: Some places on Nymm have no plants. Only transports the caster and 1 additional Medium creature per 3 caster levels.

+Pros: Instant, error-free warping anywhere on our current plane that has plants!

[TREE STRIDE (LEVEL 5 DRUID & LEVEL 4 RANGER SPELL)]
=Description: Warp the group from one tree (not a Plant creature) to another on the same plane over and over until time runs out or we reach our destination.

http://www.d20srd.org/srd/spells/treeStride.htm

-Cons: Only works when trees are close enough together (between 500 and 3000 feet depending on tree type).  Only transports the caster.  Other spells available by this point are probably much better.

+Pros: Incrementally hop between trees for spying and transport purposes.

[VALIANT STEED (LEVEL 6 SANCTIFIED SPELL)]
=Description: Call a Unicorn (or a Pegasus, but that won't work as well) to serve the caster loyally for a year.  A Unicorn can Teleport Errorlessly within its forest home.

http://dnd.arkalseif.info/spells/book-of-exalted-deeds--52/valiant-steed--34/

http://www.d20srd.org/srd/spells/teleportGreater.htm

http://www.d20srd.org/srd/monsters/unicorn.htm

http://dnd.arkalseif.info/spells/spell-compendium--86/sheltered-vitality--4158/index.html

-Cons: d3 CON drain.  (Use Sheltered Vitality on the caster before casting!)  Limited to 1 at a time and 1 warp per Unicorn per day and only within a forested area.

+Pros: Doesn't require magical storage containers.  The Unicorn lasts for a year.

[WIND AT BACK (LEVEL 4 DRUID SPELL)]
=Description: Doubles the overland speed of 1 creature per caster level, including mounts and animals.

http://dnd.arkalseif.info/spells/spell-compendium--86/wind-at-back--4771/

-Cons: Only works on dedicated travel times and only for whomever travels together.

+Pros: It can affect the same number of subjects as feathers.  And doubled speed is doubled speed!

[WORD OF RECALL (LEVEL 6 CLERIC & LEVEL 8 DRUID SPELL)]
=Description: Warps the caster and 1 Medium or littler creature per 3 caster levels to the caster's 'sanctuary' where he prepared this spell.

http://www.d20srd.org/srd/spells/wordOfRecall.htm

-Cons: Very specific destination.

+Pros: Useful for warping home/to a safe place or to a certain other very familiar place should we need it.
« Last Edit: January 17, 2018, 02:35:05 AM by Endarire »

Offline Endarire

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Re: Travel Magic
« Reply #31 on: December 31, 2017, 02:23:38 AM »
I also made a food & drink guide for our group, again before realizing Samwise's guide existed.  It too emphasizes abilities usable no later than level 12.

[ALL]
-Gather (especially berries)
-Hunt (if it's alive - not Undead - and meaty, it likely counts)

[BARD OR WIZARD]
-[L0] Prestidigitation (clean and reflavor food)

[CLERIC]
-[L0] Create Water (makes 2 gallons of clean water per caster level)
-[L3] Create Food & Water (makes enough food and water for 3 Medium creatures or 1 horse- ask your GM if this is total or per caster level)
**[L4] Lesser Planar Ally: MOVANIC DEVA (Create Food and Water AT WILL!; Fiend Folio 57)**

[CRAFTING]
-[Craft] Everlasting Rations (each set provides ample food for 1 Medium creature each day; each set requires 1 day and 14 EXP to craft; Magic Item Compendium 160)
-[Craft] Field Provisions Box (provides ample food and drink per day for 15 Medium creatures; Magic Item Compendium 160)

[DRUID]
-[L0] Create Water (makes 2 gallons of clean water per caster level)
-[L3] Camel's Tenacity (for 1 day per 3 caster levels, 1 subject per caster level need not eat nor drink)
-[Survival] Druids get bonuses to these and, assuming no one put ranks in Survival, would likely be ones with the highest Survival skill.

[HEALER]
-[L0] Create Water (makes 2 gallons of clean water per caster level)
-[L1] Goodberry (requires freshly-picked berries; each casting makes 2d4 berries; each berry is 1 Medium meal)
-[L3] Create Food & Water (makes enough food and water for 3 Medium creatures)
-[L5] Stone to Flesh (makes a 3' x 10' cylinder of stone into edible flesh)
-[L6] Heroes' Feast (makes a feast for 1 creature per caster level; requires 1 hour to consume; eaters get d8 temporary HP +1 per 2 caster levels and are removed of sickness, disease, and nausea; eaters get poison immunity, fear immunity, and +1 morale accuracy & damage for 12 hours)
-[?] All other abilities to be disclosed.

[SUMMONS]
-Fire Elemental (living campfire and cooker)

Offline phaedrusxy

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Re: Travel Magic
« Reply #32 on: January 03, 2018, 01:28:39 PM »
Just quoting this for emphasis. This is a way to access an incredibly powerful travel option at a level much lower than typical/intended.
[CREATE LANTERN ARCHON (LEVEL 3 SANCTIFIED SPELL)]
=Description: In short, make a Lantern Archon loyal to you that will help you for a little while. Lantern Archons can, AT WILL, use Greater Teleport on themselves to transport themselves

and up to 50 pounds of gear. Stuff people in a Bag of Holding or Portable Hole and we have a flying, glowing taxi! (Ask Alustran and Myrza if they have a spare Bag of Holding or Portable

Hole or know how to easily acquire one quickly.)

http://dnd.arkalseif.info/spells/champions-of-valor--28/create-lantern-archon--307/index.html

http://www.giantitp.com/forums/showthread.php?473413-Abusing-quot-Create-Lantern-Archon-quot-spell-(for-world-domination

http://www.d20srd.org/srd/spells/restoration.htm

http://dnd.arkalseif.info/spells/spell-compendium--86/sheltered-vitality--4158/index.html

-Cons: d2 CON drain per use! Requires a Restoration spell (after), a Sheltered Vitality spell (before), or similar frequently to negate CON drain. Requires a Bag of Holding, Portable Hole,

or similar for people to ride along. Lantern Archons are normally vulnerable creatures with 1d8 HP (though DR 10/Overcome by Magical Evil Weapons) and a bright glowing form, though with 60'

fly (perfect maneuverability).

+Pros: Instant, error-free warping anywhere on our current plane! If we had magical containers, we could be doing this right now, just judiciously due to the CON drain.
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Endarire

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Re: Travel Magic
« Reply #33 on: January 08, 2018, 05:00:19 PM »
Thankee, Samwise, for the highlight!

I updated the previous post with better spacing and removed more campaign-specific terminology.

Offline Endarire

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Re: Travel Magic
« Reply #34 on: January 17, 2018, 05:11:13 AM »
Fix your link code in the Shelter spell section.  You have a stray URL or /URL somewhere.

Offline Samwise

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Re: Travel Magic
« Reply #35 on: January 29, 2018, 11:38:34 PM »
Fixed.
(Missing a pair of / to end url and another pair to end bolding.)

Offline Samwise

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Re: Travel Magic
« Reply #36 on: March 02, 2019, 03:51:04 PM »
Added safe clearing for people who like rangers.