Or:"You walk, I've got spell slots and wealth by level."
Travel Magic is that area of magic concerned with getting to the adventure while bypassing all of the annoying environmental hazards that DMs love to throw around to get you to waste combat resources, lost treasure, and otherwise fight the background rather than the BBEG. While a good amount of Travel Magic has direct combat applications, flying is always helpful, along with not having to use actions to recover equipment, such utility is not the focus of this handbook.Spells versus Items
As with all magic, you can enhance your travel using either spell slots or magic items. The trade-off is simple:
Spells come back every day, but if the big fight happens at the wrong time you are out the power of those slots. While a 1st level slot for an endure elements
is not that critical, losing a 7th level slot to have Mordenkainen's magnificent mansion
ready for camping every night is much more significant.
Items requires WBL never being available for combat equipment. As noted above, there is some significant crossover, but Boots of Speed will do little to help you cross 100 miles of the Desert of Torment while Boots of the Unending Journey will get you to the fight nice and refreshed but do little unless you get hits by waves of exhaustion
in the fight.
Budgeting between the two will depend a lot on the campaign and specific adventures. If you are going to be in the desert constantly, losing all of your 1st level slots to endure elements
is going to become annoying, even at higher levels, so 2,500 gp for sandals of the shifting sands
becomes an attractive investment.
This guide focuses on travel. As such, spells and items with durations less than 1 hour/level are not included. While great for combat they are not going to be much use getting you to the combat in the first place.
This guide will also focus on land and air travel. Sea travel is highly specialized, particularly expensive, and has an extensive subset of rules for combat. A few spells and items will be noted, but details will have to wait for an appendix.
Likewise planar travel involves significant additional rules and complications. A few options will be noted, but details will have to wait for another appendix.Divination
Or,"I'm not going to stop and ask a peasant for directions!"
The best travel enhancements are useless if you can't find the adventure location in the first place. If you don't want to bother maxing out Knowledge (geography) and Survival, you are going to need these spells sooner rather than later, particularly when "later" means losing yet another treasure laden mule and hireling to quicksand.Spells
Know Direction PH
A simple cantrip that tells you which way is north.
It is unlikely to save you, but can prove useful in avoiding getting lost underground and in tangled undergrowth.
Guided Path CM
Finds the nearest building of a particular type.
While it only lasts 10 minutes/level, that should be enough to avoid getting too last within a city.
Locate City RD
Finds the nearest settlement. Despite the name, it can locate settlements as small as villages, which are 401 inhabitants.
Useful for getting un-lost. It could also help in finding those "lost cities", or even random "helpful" locals in the middle of inhospitable terrain. Of course it might also find random groups of cannibals, but at least you won't be dying in the jungle anymore.
Detect Ship Sto
Finds and identifies ships.
One of those highly specialized naval spells. If you are pursuing the Dread Pirate Roberts, or trying to evade the Dread Pirate Roberts, it will be useful.
Finds a safe way out.
Basically the reverse of find the path, it gets you out of trouble. It also helps with planar travel.
The duration is 10 minutes/level, but that should be enough to avoid total disaster.
Lay of the Land SpC
Provides a map of the terrain within 50 miles of you.
Highly useful for avoiding getting lost. It will only identify known features, so you must still uncover the "lost" ruins yourself, and it does not identify whether any particular route is safe, so you must still be careful wandering about. But you will not get lost while randomly searching and fighting wandering monsters.
Find the Path PH
Shows the safest route to your goal.
It must be on the same plane, and it must be a location and not an item or person. However, if you have the area narrowed down, say from using lay of the land, this will find that hidden tomb you were having so much trouble finding with your lousy Search and Survival skills.
The duration is only 10 minutes/level, so it isn't useful for full cross-country travel.
Map of the Unseen Lands [Relic] MIC
Yondalla 5th level spell slot or 9th level and feat
An item version of lay of the land, with labels for terrain features, and lairs of monsters noted.
The gp cost is decent, but the relic requirement will cause issues. If someone went strongheart halfling this is something to consider. A more generic adaptation would probably be much better, since the flavor text suggests any deity with the Travel Domain would be a good choice for empowering the map.
Or;"There are two kinds of people in this world; those with spells slots and those who dig. You dig."
Actually, nobody digs - that's what these spells are for. Running around camping out can be tiring, and sometimes burning a spell slot is the best way to get the job done.Spells
Mage Hand PH
5 lb. telekinesis.
About the equivalent of a 1 Strength. A 10' pole has nothing on this when it comes to poking and prodding unknown objects. Everything from picking fruit up a tree to retrieving small items underwater is done much easier and much safer with a mage hand.
While it only lasts as long as you concentrate, it is better to burn the cantrip slot than your hand reaching into those vats of acid DMs love so much.
Unseen Servant PH
A 2 Strength "force".
One of the most underrated utility spells out there! Despite the description suggesting that the 20 lbs. of force it can exert may not trip most traps, the sentence right before that is clear that it can drag 100 lbs., which should be more than enough to trigger any trap. Even more useful is what it can carry, like say . . . a blanket. Which it can hold up. To provide cover/concealment. Or to drape over sight-based triggers. Like on spell turrets. And all that while gathering up loot, recovering dropped weapons, prepping your camp sight, and anything else that you don't want to concentrate on.
Mage Hand, Greater SpC
40 lb. telekinesis.
Everything mage hand does, but at the 4 Strength level and medium range. Can't get across that chasm? Greater mage hand will happily set your rope for you.
Again, it is limited to concentration, but the other elements make it a wonderful candidate for a wand.
Unseen Crafter RE
An unseen servant that makes Craft skill checks.
Downtime all the time! Ever think wistfully about all the cool stuff you could be making with your Craft skill while wandering around a dungeon? Dream no more! Now you can make endless amounts of alchemists' fire from the safety of your latest dungeon crawl. If you can find a way to bring a lab with you, you can even craft IN the dungeon.
Servant Horde SpC
Lots of unseen servants.
See everything that regular unseen servants can do? Now you have a dozen of them! Loot your enemies DURING combat. Have them carry you on a palanquin. Build a fire, cook dinner, set up traps, feed the horses, and make drinks all at the same time. The looting part especially is a cross-combat application. Combine a servant horde with some floating disks, and have them load up the bodies so you can run away before reinforcements show up. It does cost a haste or fireball, but the treasure you save today is the treasure you buy a pearl of power (3rd level) with tomorrow.
Fantastic Machine (Greater) SpC
Makes a weird machine that does tons of work.
Craft or Gnome Domain, Craft Domain only for the Greater version. At 1 minute/level it really isn't going to manage that much, and the access restrictions are even tougher to get around. If you can use it though, it is just way too much fun not to note.
Hand of the Mage (DMG)
Cast mage hand at will. It uses your throat slot, but at low levels, or in situations where you can swap it out, you get all the benefits of the spell for a pittance.
Enhanced (6 Str) unseen servant for up to 100 minutes per day. Still rather overpriced, even more if you buy multiples or make it at a higher CL as the item description suggests.
Note: By the description, "any item" can be an uskura, with amulets (throat slot) and ioun stones (slotless) preferred. Naturally it doesn't say whether the cost reflects it being slotless or not.
Figurine of Wondrous Power
Golden Lions (DMG)
Price 16,500 gp
A pair of lions to serve as meatshields. Not bad at low-level, but probably too expensive to show up until they are nearly worthless except as expendable flank buddies.
Serpentine Owl (DMG)
Price 9,100 gp
The telepathic communication makes this an excellent scout. Again though, the cost is high enough it likely won't be available until after it has any chance of surviving.
Silver Raven (DMG)
Price 3,800 gp
Never mind Lassie, the silver raven can find help if you fall into a well. Of course who exactly will be able to save you from a well in the dungeon you were hired to clear is questionable, but it does provide useful contact with a home base.
Pearl Octopus (Ghostwalk)
Price: 5,000 gp
An aquatic scout and flank buddy. The lower cost means it will more likely be useful when available, provided of course you are constantly underwater.
Bone Ape (Ghostwalk)
See the golden lions.
Jet Serpent (Ghostwalk)
It gets a bonus against undead, but it is pretty much too little, too late because of the price.
Homonculus (MM, ECS, MoE, FW)
The various homonculi perform a variety of useful tasks. Their biggest drawback is the damage you suffer when one is killed, making them rather dangerous to use. If you can restrain yourself and keep them out of combat they can take care of a number of utility tasks. In particular, the dedicated wright can craft magic items while you are busy saving the world yet again.
Or,"Welcome to the Hotel California."
While not getting rained on is the most direct aspect of shelter that comes to mind, the more critical function is providing a safe space to rest and memorize spells, so you can cast another shelter spell, so you can rest and memorize spells again, so . . .Spells
2Darsson's Chilling Chamber/Fiery Furnace ShS
Make an area extremely cold/extremely hot.
You know, for a freezer or oven. Of course make a corridor that cold/hot, and anything trying to walk down it to get to you will collapse from environmental damage before they get to you, or at least be exhausted. If you need extra defenses, you might as well overdo it with these.Leomund's Tiny Igloo Fr
A frozen version of the tiny hut
It melts away, but otherwise just provides a place to sleep without getting rained on. As with the tiny hut
, it is rather obvious, so wandering monsters will be an issue.Rope Trick PH
Climb a rope to a hiding place.
The standard spell for this category. Amenities are absolutely zero, not even climate control, though you are on another plane. Also you have to climb up to get in, so BDFs in full plate may have need some assistance. The entry is invisible, so you will likely avoid all wandering monsters.
3Leomund's Tiny Hut PH
A hemisphere of force.
It is opaque from the outside, so wandering monsters won't know what is for dinner until you come out. It is transparent from the inside, so you can prepare for the monsters you see waiting to eat you. If you don't like climbing it is the first real "upgrade" to rope trick
.Nature's Rampart SpC
Large scale earth movement.
Not a shelter in itself, but if you aren't sleeping extra-planar, it can provide some additional defenses. Besides, your instant fortress
will look much cooler behind a moat.Safe Clearing SpC
30' radius sanctuary
It lasts 1 hour/level, so at mid-level it will last all night long. Except . . .
It is a Ranger only spell. And it would take 2 wands or minor schemas to last at least 8 hours. Tortoise Shell MoF
Makes a tortoise shell that can be used as a bed, a boat, or a shield.
Duration is short, but the multi-use makes it relevant.
Note: There is another spell named Tortoise Shell
in the SpC that is a transmutation that gives you a shell for armor.
4Leomund's Secure Shelter PH
A 20 ft. x 20 ft. house.
Real comfort! Of course it will be obvious to all wandering monsters that a new house has sprung up overnight, but you get real beds and a table.Celestial Fortress CV
A 20 ft. x 20 ft. bunker.
A sanctified version of Leomund's secure shelter
that has less comfort but more defense in the form of consecrate
and magic circle against evil
. If you can afford the 2 Con sacrifice and are in a very dangerous area, it is an alternative to consider.
5Leomund's Billet HB
A 20 ft. x 80 ft. barracks.
If your party brings along a large retinue, this is your option to house them all. You might have to throw some of the bunks away to make room for mounts, but you can easily fit a large group in here.Leomund's Hidden Lodge CAr
A 20 ft. x 20 ft. house.
The disguise isn't that great, probably around 50% on an average Survival check at APL 9. And the climate control disappears for some reason.
7Expeditious Excavation Far Corners of the World
And a LOT more. It piles the rubble up into a temporary semblance of the walls that used to be there. You can explore during the safe period, restore a ruin for shelter, or just dig through loose gravel. As a bonus, when the spell ends, it collapses dramatically and buries anyone still in the area. Oh yeah, it can be dismissed, so go all Ten Commandments/Red Sea but in ruins on pursuers.Ice Castle FR
A large castle.
With icy defenses equivalent to the guards and wards
spell. It also melts. However, it doesn't last more than 24 hours anyway. If you want to be ostentatious and protected it is a definite step up in comfort from Leomund's spells.Mordenkainen's Magnificent Mansion PH
All the extradimensional benefits of rope trick
with all the comfort benefits of Leomund's housing. The only downside is the 7th level spell slot it takes. If you can swing that, you can adventure in true comfort.Dune Tomb Far Corners of the World
Bury people in a sand dune in semi-stasis.
Intended as a prison/torture device, it can be used to store the party for the night in pretty much complete safety - provided the caster stays alive and frees them in the morning. Clearly this requires a significant amount of trust.Raise Volcano Far Corners of the World
Make a volcano.
Why? No idea.
Why include it? Well, volcano cities are the rage these days, so . . . why not?
I mean, if you are in a volcano, who exactly is going to bother you, other than adventurers as thoroughly insane as you are?
Cloak of Shelter (AEG)
It turns into a tent, or a Leomund's secure shelter 1/day.
The cost is significant, and it takes up a constant shoulder slot, but it does save the 4th level spell slot.
Travel Cloak (MoF)
1. Turns into a one-person tent;
2. Provides food and water;
3. Endure elements, but only cold as the 3E version.
For 1,200 gp.
Even without the tent it is worthwhile.
Daern's Instant Fortress (DMG)
Not as ostentatious as an ice castle but much more expensive. If you are paranoid, or maybe want to make an impression, or just need a reusable tower, you may want to pester your DM to not have this count against your WBL.
Daern's Instant Tent (MIC)
Between a tiny hut and secure shelter in comfort. Probably the most cost-efficient option.
Instant Igloo (FR)
A reusable Leomund's tiny igloo. Way overpriced.
Personal Oasis (MIC)
An instant tent for one person with a desert theme. If you don't mind snubbing the rest of the party it is quite comfy though not as secure.
Portable Foxhole (MIC)
Not actually a shelter, just a hole in the ground. As such, just burning a hole in your pocket.
Rod of Security (MIC)
Calls up the equivalent of a Mordenkainen's magnificent mansion. Most likely too expensive if it counts fully against your WBL.
Survival Pouch (MIC)
Provides a variety of mundane camping and travel gear. No magical protections, but at least you don't have to carry the other equipment.
Yondalla's Wagon Wheel (AEG)
Turns into a wagon. 1/day the interior of the wagon becomes a Leomund's secure shelter. Too overpriced to be worthwhile.
Or;"Encumbrance? What's that?"
Magical containers are one of the more combat relevant areas of travel magic. A Heward's handy haversack is pretty much required for any successful adventurer.Spells
Tenser's Floating Disk PH
While not a "container" it does carry things; at higher levels, lots of things. As noted for servant horde, the two combine to ensure no loot is left behind.
Floating Disk, Greater SpC
A standard floating disk but you can also ride it, standing in for minor flight or levitation as needed. As a 4th level spell it is costly, but the multi-use makes it something to keep in mind if no other item is available.
Force Chest SpC
A chest of force.
When you absolutely, positively, have to return the macguffin intact . . . you can probably do better than a chest of force. If not, it is out there, "just in case".
Food and Water
Belt of Hidden Pouches (MIC)
5,000 gp (9th)
Belt of Many Pockets (CArc)
Belt-sized versions of a handy haversack with different numbers of pockets. The belt of many pockets is specified as being weightless, while the belt of hidden pouches weighs 15 lbs fully loaded. The belt of many pockets can also store a familiar, making a familiar's belt even more useless.
Big Edit: I was doing some comparing and contrasting, and a few things hit me on these items.
First, compared to a handy haversack, they are absurdly overpriced. Seriously. They take up a body slot, have a much smaller item size limit, but cost 2.5x or 5.5x as much. Who was cross-checking on that?
Now they are bigger and lighter: a haversack weighs 5 lbs., holds 120 lbs./12 cu. ft. total, while the pouches weigh 1 or 15 lbs., carry 150 lbs./15 cu ft., and the pockets weigh 1 or 64 lbs., and carry 640 lbs./64 cu. ft. But for the price of 1 belt of pockets and 1 belt of pouches you can buy 8 haversacks. That is 40 lbs. weight, 960 lbs/96 cu. ft. capacity compared to 16/79 lbs. weight and 790 lbs./79 cu. ft. of capacity. If you can spread your haversack's about, they are a ridiculously better deal, with the only advantage left to the pockets is they can keep your familiar safe. I'm not sure that is worth 5-1/2 haversacks!
Second, I took a bit of time to consider just what you can fit in those tiny pockets. 1 cu. ft. is, technically, up to 4,608 wands. In one pocket. Of course since they weight 1 oz. each, you will hit the 10 lb. weight limit first - at 160 wands. Or, if you want to go another route, fit 10 - 1 lb. minor schemas in each pocket, and "just" wander about with 160 of those. Or just go with more than enough alchemical items to NEVER run out EVAH!!!11!!!!!
From here, scroll down to the handy haversack for commentary on its, and the bag of holding's, capacity.
Familiar's Belt (CM)
Keep your familiar safe. Utterly useless compared to the other belts.
Glove of Storing (DMG)
Super-quick draw a single item. While useful for a few tricks, the price is prohibitive.
Possum Pouch (CAdv)
An overly expensive way to smuggle stuff on your body. You can almost certainly do much better.
Bag of Holding (DMG)
2,500 gp/5,000 gp/7,400 gp/10,000 gp
Voluminous Vault (Sh)
17,500 gp (steel) or 27,500 (adamantine)
Heward's Handy Haversack (DMG)
The handy haversack is basically the namer for this category, and pretty near a "WBL tax". Stop reading and get one.
The various bags are "lesser" versions of the haversack that don't make it easy to access items. They have a higher weight capacity, so are best reserved for bulky support items, like camping gear. However, see below for filling it.
The vault is the big daddy version. And it won't rip or tear! The cost is a bit daunting, but again, see below for capacity and such.
Note: If you read about the belts above, you have already seen comments on what can fit in a 1 cu./10 lb. pocket. A haversack has 2 1'x2' pockets and 1 2'x4' pocket. The 2'x4' pocket is the same as the size of a bag of holding, so these comments apply to them as well.
So what does that mean?
Well, you can probably fit scepters into them. And most one-handed weapons. Two-handed weapons won't fit, and breastplates (and by extension full plate), is going to be a very tight fit that can easily be prohibited. Keep that in mind, or hope your DM doesn't, if you want to try and plunder the heavily armed and armored bad guys.
Also, spare a moment for the whole "sharp points" stuff. Most weapons and armor should require significant padding to dump into a haversack or bag, something not really possible in the heat of plundering, especially when combined with fleeing. Perhaps there is a secondary market for bag liners out there. As a result, give serious thought to investing in a BDF capable of hauling a voluminous vault around, or finding some Awful Neutral jerk to activate an enveloping pit with installed padding for that plus-sized loot in your life.
Enveloping Pit [Relic] (MIC)
Portable Hole (DMG)
For loose and unsorted loot that won't break, a portable hole is your solution. Once you get everything off your floating disks, transfer it to the portable hole, then figure it all out at home. Kind of pricey, but the extra loot should pay for it soon enough.
The pit is a relic version intended for kobolds. Of course if you are Lawful Neutral, who cares about the bonus trap element, just get it for the extra-large capacity and extra-small price. Seriously, the enveloping pit is probably the reason why relics should be banned. One sixth the cost, larger size, relatively minor alignment restriction.
Infinite Scrollcase (MIC)
If you love burning scrolls, this is the item for you. Essentially a specialized handy haversack, it keeps your scrolls ready for use to escape annoying death traps that require obscure utility spells best left to scrolls. It has some combat use, but you really shouldn't be relying on scrolls in combat in the first place.
Quiver of Ehlonna (DMG)
A specialized handy haversack for archers. Depending on how your DM interprets the text, the various sections can also hold wands and staves, making it an option for wandificers as well as archers.
Or;"Please sir, may I have some more?"
Starving on your way to the adventure is seriously uncool.
Starving on your way home is just plain wrong.
While the various magical containers will allow you to bring enough supplies to avoid such an unfortunate fate, there are a number of monsters that specialize in destroying or tainting supplies, so a renewable source may be useful. Besides, you may want that space in your bag of holding
for more gold pieces.Spells
Create Water PH
A basic cantrip so you don't die of thirst. Unless you really depend on cure minor wounds, it is good enough that magic items providing water are more for prestige than function.
Purify Food and Drink PH
Makes food and water safe to consume.
Normally this is rather useless, as you shouldn't be traveling long enough for your supplies to go bad. If you do, or if you run out and don't trust the local water, or if you run into one of those monsters with a special ability to pollute food and water, then this will be your backup. Or just spend a bit and have a magic item make new stuff every day.
Makes berries that heal and provide a meal.
While most stop at the healing, the berries do also serve as a meal. Provided you space them out, a few castings will feed your party for a day. If you can find berries. And if you don't need the spell slots.
Locate Water Sa
For when your barbarian buddy misses the session. You might want to keep a purify food and drink available as well. You might need this once or twice, so remember that it exists but don't worry about it. As an unintended use, it will also help you find landmarks when lost, like rivers leading to lakes with women dispensing swords.
Create Food and Water PH
Makes food and water.
And we finally reach the basic spell to survive in the wild and turn your campaign into the Tippyverse. That it is 3rd level is why you will be willing to put up the cash for a magic item.
You don't have to eat or drink.
It lasts longer than create food and water, and you don't have to spend time eating. However it is a 4th level spell. While you may want it for specialty delvings on other planes where you just can't eat or drink, it is not likely to become a staple.
Heroes' Feast PH
Eat and be immune to poison.
And some other effects, but mostly be immune to poison. It is a 6th level spell, but it is likely to be a standard. One thing to watch for is the duration. You need to spend an hour eating, so it really has a casting time of 70 minutes. Be sure to budget that into how long your shelter spell or item will last.
Feast of Champions ECS
Eat, be immune to poison, heal, and more.
Because heroes' feast wasn't enough there is a 9th level spell to get you a few more immunities and healing. Again, watch for the effective 70 minute casting time.
Goodberry Bracelet (MIC)
Get some minor healing with your meal. The arm slot makes it less useful than other items.
Decanter of Endless Water (DMG)
Rather expensive, but it can actually be used in combat. While quaint for making permanent fountains, you will likely want a cheaper alternative for water.
Everfresh Bottle (Sa)
A magic thermos. That's it. No.
Everfull Mug (MIC)
Not very full, but if for some reason you need a stiffener during your dungeon crawl, this is a fine backup.
Everlasting Feedbag (MIC)
Food for 1 animal, but the 1/day limitation could allow DM shenanigans. You probably want one of the alternatives just to be safe.
Everlasting Rations (MIC)
Food for 1 every day. Ridiculously better than a Murlynd's spoon, and very cheap.
Field Provisions Box (MIC)
Food for 15 people or 5 horses every day. Pretty much the standard item in this category.
Horn of Plenty (MIC)
When you have the cash, supplement your regular meals with a daily heroes' feast. That technically makes this a pure combat item.
Murlynd's Spoon (DMG)
Food for 4 every day. Other items do it better, but if you like making people eat oatmeal all the time . . .
Portable Fountain (Sa)
A reasonably cheap way to get 10 gallons of water every day.
Replenishing Skin (MIC)
The cheapest source of water, but you may need more, faster.
Tovar's Instant Well (Sa)
Reusable well that provides water. Amusing as mobile architecture, but way too expensive for serious use.
Sand Painting, Travelers' Oasis (Sa)
One use food and water with a desert theme. 4K for a create food and water spell? Why?
Or;"Are you happy to see me, or is it just cold?"
Starving on an adventure is bad.
Freezing is just silly.
A few simple spells or items can solve a ridiculously minor problem that DMs and environment sourcebook writers love to torment people with.SpellsItems
Amulet of Warmth (RDr)
The basic item providing endure elements. However, it will stop working if hit with cold damage.
Cloak of Comfort (CM)
3,000 gp (+1), 6,000 gp (+2), 11,000 gp (+3), 18,000 gp (+4), 27,000 gp (+5).
A cloak of resistance plus endure elements. Makes most other items here useless except for flavor.
Cape of the Wastes (Sa)
Endure elements plus camouflage. Not really worth it.
Cloak of Garden Shade (Sa)
Fake endure elements in the desert. Buy a cloak of comfort.
Goggles of Day (MIC)
If you have light sensitivity or light blindness you probably need these. Otherwise you don't.
Goggles of the Desert (Sa)
Overpriced protection against flare spells and desert storms.
Magnificent Captain's Coat (Sto)
Endure elements from cold and wind protection. Stylish but overpriced.
Mask of Sweet Air (MIC)
Save bonuses against odors and airborne poison. Save up for the necklace.
Necklace of Adaptation (DMG)
Provides air, protecting against odors, airborne poison, drowning, and suffocation. One of the better choices.
Scarf of Warmth (CAdv)
A cheap start to dealing with cold. You will clearly upgrade as soon as possible.
There are three ways to sleep comfortably:
Blankets of Security(Du)
440 gp each
Heward's Fortifying Bedroll (CM)
Magic Bedroll (MIC)
The blankets wakes you up.
The fortifying bedroll lets you recharge in 1 hour
The magic bedroll provides endure elements and extra healing.
If you have a magical shelter you can skip the blankets. The other two are both useful if you can afford them. The fortifying bedroll especially, as it can let you use your glass cannon twice per day.
Orb of Environmental Adaptation (MIC)
You need 2 for constant protection. Provides endure elements. Not horrible, but you can do better.
Philosopher's Wool (HB)
A consumable that provides fire resistance and endure elements. Not really worth it for the price.
Portable Shade (Sa)
A magical parasol. Skip.
A few additional items for wandering about in the middle of nowhere.Items
A poor man's hat of disguise, all it does is change your clothes. If you must be fashionable all the time you can waste your gp in worse ways.
Watch Lamp (MIC)
Put your everburning torch on your head. If you don't need the head slot and need the light, go for it.
Bottle of Endless Sand (Sa)
Command word is the refrain from "Dust in the Wind". Weapon option if the DM goes for the grudge monster. Then make mud with a decanter of endless water.
Dancing Lantern (Du)
2,000 gp or 10,300 gp
If you don't want to hold your light source you can pay for it to hold itself. Cheaper version floats and can be sent ahead to "scout". More expensive version is intelligent and can really scout, but is on the Chaotic side of alignment and might get itself, and you, in trouble by being curious. More flavor and plot-amusing than directly useful.
Eversoaking Sponge (AEG)
Sadly overpriced like most AEG items. It would otherwise be fairly useful to deal with flooded dungeon areas.
Eversmoking Bottle (DMG)
Combine with a decanter of endless water and sing "Smoke on the Water" while everyone throws things at you. Then get your DM really mad by using it as a constant smokescreen in combat.
Vapor Bottle (ShS)
Like an eversmoking bottle, but a nice cool mist. Great for rock concerts.
Wind Pipe (Sto)
A 3" pipe that blows. Wind. Well, you get the picture. It doesn't create air, so you can't use it to breathe in an enclosed area and survive, it just moves the air around. (It is meant to bring air INTO an otherwise enclosed area - it is a magical snorkel tube.) However, it does so at moderate wind speed, which has a 50% chance of extinguishing candles. And, depending on how you can sucker your DM/overrule your players, creates a wind force that can then be manipulated by control winds for fun and profit. Combine it with an eversmoking bottle and just give up on being serious.
Folding Trap (RDr)
3,400 gp (scything blade); 5,000 gp (wall blade); 7,600 gp (tripping chain); 28,200 gp (ceiling pendulum); 34,400 gp (wall scythe).
What better way to protect your magical shelter than with magical traps! The prices rise quickly, but so does the flavor.
Lamp of Stars (Sa)
If you use low-light vision, this will give you even more of an advantage over others without it. Of course that is rather situational.
Nolzur's Marvelous Pigments (DMG)
Impenetrable vault? Not when you can paint a door on it! Also great for making backdoors into fortresses of doom.
Robe of Useful Items (DMG)
A bit expensive, but the windows also allow bypassing sealed areas.
Saw of Prodigious Cutting (AEG)
An AEG item with a reasonable price. Of course it only helps in trailblazing and fighting plant monsters, but at least it doesn't cost an arm and a leg.
Stove of Everlasting Flame (AEG)
The text doesn't seem to match the name - hot as a torch isn't going to cook much, and it specifically doesn't radiate heat.
Truelight Lantern (MIC)
A regular lantern with a true seeing option. Getting group true seeing makes it something to consider.
Or;"Are we there yet?"
This is the heart of Travel Magic. Once you've made sure you can find the place, have someone else to do the heavy lifting, can keep your gear save, won't get eaten in your sleep, won't starve, and won't freeze, you can finally get to actually getting somewhere. Hopefully you can survive what is waiting for you.Spells
Easy Trail SpC
Creates a temporary path in undergrowth.
If you must go through trackless wilderness on foot at least bring a path with you. As a bonus it is more difficult to track you, which makes this a great way to escape outraged locals.
10' enhancement bonus to speed.
Moving faster is always good, particularly in combat. Unfortunately, this spell is personal only. Fortunately, snowshoes exists.
The horse you rode in.
Horses are faster than people. Ride a horse. Get there faster, or get away from there faster.
10' enhancement bonus to speed.
Yep, just like longstrider only not a personal range. It seems they may have intended it only works on snow and ice, for which it cancels the movement penalties, but it doesn't say that. So enjoy the speed bonus in your desert or jungle snowshoes.
Traveler's Mount SpC
You can't fight but you can go fast. Again, just as good for getting away as getting to the dungeon before the Conjunction of Doom.
Force Ladder SpC
Makes a ladder.
If for some reason you don't like to climb and you don't carry a ladder in your portable hole, make one. Extremely niche to the point of near irrelevance unless you love collecting force spells.
Heart of Air CM
Jump further, fly faster, don't crash.
Just as the description says. A meta-enhancer for other forms of movement. It also combines with other "Heart of" spells for even more bonuses. The downside is having to use so many spell slots for one effect.
Lively Step SpC
+10 speed for the party!
As long as you only take move actions. However, it lasts up to 12 hours.
Tern's Persistence Sto
Travel 50% longer without fatigue or injury. Allows 12 hours overland travel, 90 minutes of hustle, and 1-1/2xCon running in combat. Lasts all day. It will burn your 2nd level slots to get the whole party moving, which makes it a prime candidate to be turned into a magic item.
Primal Hunter DM
Bonus to climb, jump, and swim.
More for using those specialty movement rates in dangerous situations than going cross-country. It will also help your heavy armor friends get into difficult areas without falling back on flying.
Spiritual Chariot SpC
Makes a force chariot for your paladin mount.
Mostly to look extra stylish I suppose. That, or to annoy your DM by making him look up rules for chariot combat. It will not carry the rest of your party, and ends if you unhook your horse, but you can totally rock the Ben Hur look in the meantime.
Heart of Water CM
Swim speed and one escape.
Another "Heart of" spell, this time getting wet. The one time freedom of movement may be the more important part.
Phantom Steed PH
The horse you flew in on.
Like mount, but the horse gets extra movement types, ultimately being able to fly. If you don't want to fly under your own power, or need the extra carrying capacity, this will be useful.
Regal Procession SpC
Lots of mounts.
Instead of 4 1st level spells, use 1 3rd level spell so everyone can ride.
Snowshoes, Mass SpC
Lots of snowshoes.
Again, trade lots of 1st level slots for 1 3rd level slot.
Ice Ship Fr
An icy boat.
Makes a ship to "sail" across the frozen tundra. Specialized by environment, but better than going by foot through 20' snowdrifts and falling into glaciers.
Leomund's Spacious Carriage Ci
If you can't fly and don't want to keep your Ride skill maxed, just call up a carriage. Great for making an impression when pulling up to the ball, but overland travel will require roads.
Wind at Back SpC
Doubles overland speed.
The less time you are walking, the less time you are getting ambushed. Of course you really shouldn't still be walking at this level, but if you must then see if you can spare a slot for this.
Heart of Fire CM
Another "Heart of" spell enhancing land speed. Mostly relevant for getting all four up, but another speed boost is good.
Longstrider, Mass PH2
Everyone move faster.
Except you are going to want to use mass snowshoes instead.
Phantom Stag SpC
A druid horse.
Phantom steed but for druids. The higher spell level gets you a useful combatant.
Wind Walk PH
Turn gaseous and "fly".
The whole party moves really fast through the clouds. Which avoids most all of the problems walking, and even most of them flying. Short of being able to teleport directly, this is likely the best option for just getting there and back again.
Cloud Chariot CAr
Fast and the Furious in the clouds!
If you are a wu jen and need to get someone within 100 miles, this is the spell for you. Certainly impressive looking, but probably not worth the 8th level spell slot.
Mordenkainen's Capable Caravel Sto
A magnificent mansion at sea.
The mansion is in the ship. Be warned, the ship can sink and you can be in a lot of trouble. If you need to look impressive sailing about then this will help. Otherwise you probably want to just use wind walk.
Boots of the Mountain King (MIC)
Boots of the Mountain King, Greater (MIC)
Avoid terrain penalties in rubble and on slopes. The greater version offers a stoneskin 1/day. If you are fighting in that kind of terrain a lot these will be useful.
Boots of the Sea (AEG)
A horribly overpriced way of walking on water from the AEG. Skip it.
Boots of Tracklessness (MIC)
Leave no track and 1/day invisibility. Not really worth it.
Boots of the Unending Journey [Relic] (MIC)
Walk FOREVER! (With the right deity of course.)
Boots of Woodland Striding (AEG)
Forest/Jungle movement. Again, too costly for the effect.
Finned Gauntlets (MIC)
Gain a swim speed. Nice for the cost, but underwater combat really sucks.
Gloves of Brachiation (MIC)
Travel like Tarzan! Assuming you are in a jungle or forest of course. Otherwise useless.
Gwaeron's Boots (MIC)
Get trackless boots instead.
Ring of Floating (MIC)
Don't sink. You probably want one for those ridiculous situations where you are in full plate and at sea. Otherwise save your money.
Ring of Water Breathing (MIC)
Like a ring of floating, except you wander the ocean floor after going overboard.
Sandals of Harmonious Balance (CAdv)
Rather expensive, and requires investment in the Balance skill. If you already need the Balance skill, then these will let you walk almost anywhere.
Sandals of the Shifting Sands (Sa)
Cheap but terrain specific. They have some crossover use with heat protection and covering tracks, but you can be satisfied with trackless boots unless you are in the desert a lot.
Trackless Boots (Du)
Leave no track or scent. If you don't need movement bonuses, these are the footgear of choice for wandering about.
Vanguard Treads (MIC)
No terrain movement penalties, but you leave a very noticeable trail. If you don't care about being followed, these are the footgear of choice for wandering about.
Winged Mask (MIC
Fly at will. Also shed light, which can be useful or annoying, depending on circumstances.
Apparatus of Kwalish (DMG)
For exploring underwater with your buddy. At this price, stay on the surface.
Boat, Folding (DMG)
A boat. This is 7,200, but a sand vessel is 100,000. Uh huh. Someone failed their cross-reference checking. Anyway, if you must go to sea, get one of these. Even if you just need to cross random streams in the middle of dungeons this can be useful.
Broom of Flying (DMG)
"Cackling or non-cackling, sir?"
Traditional but dangerous.
Carpet of Flying (DMG)
25,000 or 30,000 or 60,000
Fly the semi-friendly skies. (Stewardess not included.)
The largest version can carry two people and some gear. Again, traditional but a bit dangerous.
Clockwork Steed (MMIV)
A relatively cheap construct steed. It can be given several upgrades for combat. It requires Ride skill, and cannot get its HD upgraded, but it will travel as long as needed.
Drums of Marching (MIC)
March or die! Actually, you won't die. But why walk when you are using magic?
Still, if you are stuck on foot this is another way to walk faster, allowing you to force march without keeling over.
Figurines of Wondrous Power (DMG, Sa, Sto)
Price 8,500 gp (ivory camel), 10,000 gp (bronze griffon, ebony fly, pearlsteel turtle), 11,500 (gold beetle), 15,500 (onyx dog), 17,000 (marble elephant), 21,000 gp (ivory goats), 28,500 obsidian steed
The pearlsteel turtle will pull a boat for you.
The bronze griffon and ebony fly (equal to a hippogriff) will fly.
One ivory goat is a riding animal, one a fighting mount, and the third a meatshield.
The onyx dog is a riding dog, the ivory camel a riding camel, the gold beetle a "riding" stag beetle, and the marble elephant a riding elephant.
The obsidian steed is essentially a nightmare (and was in previous versions). It can fly, go ethereal, and plane shift, but may take you to a lower plane if you are of Good alignment.
They cannot be used constantly, so if you want a mount for that you need a stone horse or clockwork steed.
Folding Sand Vessel (Sa)
A boat for the desert. So overpriced it should be in the AEG. Get a camel.
Glass of Distance (Sa)
1/day 10 mile teleport. Otherwise it is yet another Sandstorm item that vies with AEG for overpriced junk.
For dungeon crawling, gives a bonus to setting a rope with a hook.
Horseshoes of Speed (DMG)
Like painting racing stripes on your horse. Pretty useful as a mount upgrade if you aren't flying. Speaking of which . . .
Horseshoes of a Zephyr (DMG)
Your horse can fly. A lot more stable than a broom or carpet, and a lot cheaper. Just don't let your horse get killed.
Pitons, Burrowing (AEG)
A consumable that can be combined to make a ladder. It also serves as a weapon against earth creatures. One of the surprise cheap items from the AEG.
Portable Bridge (AEG)
A reusable bridge. Too expensive unless you are going with a magical architecture theme or the DM won't allow the dark way spell.
Quaal's Feather Token (DMG
50 gp (anchor), 200 gp (fan), 450 gp, (swan boat)
One use items providing a way to stop your boat, a way to move your boat, and a boat to be moved by the first two. Just remember, boats suck.
Immovable Rod (DMG)
If you buy multiples, making it very expensive, it becomes a ladder. It can also serve as a door stop or ad hoc prison.
Rod of Ropes (CSco)
A magical ziplining rope. Has a weapon option. Possibly the best of the ropes.
Rope of Climbing (DMG)
A rope that sets itself.
Rope of Climbing, Superior (MIC)
Price (Item Level): 5,500 gp
Rope with enhancement to Climb skill. It doesn't really outperform the rod of ropes.
Rope of Stone (MIC)
Extra strong rope. Better for tying than climbing.
Spool of Endless Rope (MIC)
Lots of silk rope. If you just need to climb it is cheaper than the other ropes.
Stone Horse (DMG)
10,000 gp (heavy horse) or 14,800 gp (heavy war horse)
A reusable horse. Expensive to heal. You are probably better off with a clockwork steed.
Talisman of the Disk (DMG)
A reusable floating disk. The weight limit isn't as good as one from a spell you cast, but it does save you the spell slot.
Troll Gut Rope (MIC)
A regenerating rope. It would be better if it could be combined with another rope item.
Water Wheels (Sto)
Turns a wagon into a boat. However, you need items to make the boat go. If you insist on traveling with a wagon, this is useful instead of a folding boat, but why are you traveling with a wagon?