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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 c. Exotic Mounts
a. Pace Effects Table d. Wild Mounts
b. Travel Pace Tables e. Special Mounts
c. Forced March f. Barding
d. Difficult Terrain g. Items for Mounts
2. Travel Activities 5. Land Vehicles
3. Taming Wild Horses 6. Water Vehicles
4. Mounts 7. Air Vehicles
a. Rules 8. Spellcasting Services
b. Common Mounts 9. 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 Effects
Fast 4/3rds of normal pace. -5 penalty to Wisdom (Perception) scores.
-5 to Wisdom (Survival) checks to prevent getting lost.
Normal - Able to forage for food and water while traveling.
Slow 2/3rds of normal pace. 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 Distance per Distance per Hexes per day
Pace
minute hour day (10 miles/hex)
Fast 400 feet 4 miles 30 miles 3
Normal 300 feet 3 miles 24 miles 2.5
Slow 200 feet 2 miles 18 miles 2

Travel Pace 2 (Alternate)


Distance per Distance per Distance per Hexes per day
Pace (speed 30)
minute hour day (10 miles/hex)
Fast 400 feet 4 miles 32 miles 3
Normal 300 feet 3 miles 24 miles 2.5
Slow 200 feet 2 miles 16 miles 1.5
Distance per Distance per Distance per Hexes per day
Pace (speed 25)
minute hour day (10 miles/hex)
Fast 325 feet 3.25 miles 26 miles 2.5
Normal 250 feet 2.5 miles 20 miles 2
Slow 175 feet 1.75 miles 14 miles 1.5

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.

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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.

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Distance Carrying Capacity
Distance Distance Hexes per day
Common Mounts per (including character Cost
per hour per day (10 miles/hex)
minute weight and gear)
Mule (medium) 400 feet 4 miles 32 miles 3 420 lbs. 8 gp to buy
5 sp/pay to rent
Eats 4 lbs. of feed/day (2 cp)
Mastiff (medium) 400 feet 4 miles 32 miles 3 195 lbs. 25 gp to buy
5 sp/day to rent
Eats 2 lbs. of feed/day (1 cp)
Pony (medium) 400 feet 4 miles 32 miles 3 225 lbs. 30 gp to buy
1 gp/day to rent
Eats 4 lbs. of feed/day (2 cp)
Draft horse 400 feet 4 miles 32 miles 3 540 lbs. 50 gp to buy
3 gp/day to rent
Eats 10 lbs. of feed/day (5 cp)
Riding horse 600 feet 6 miles 48 miles 5 480 lbs. 75 gp to buy
5 gp/day to rent
Eats 10 lbs. of feed/day (5 cp)
Warhorse 600 feet 6 miles 48 miles 5 540 lbs. 400 gp to buy
35 gp/day to rent
Eats 10 lbs. of feed/day (5 cp)
Distance Carrying Capacity
Distance Distance Hexes per day
Exotic Mounts per (including character Cost
per hour per day (10 miles/hex)
minute weight and gear)
Giant Riding 300 feet 3 miles 24 miles 2.5 225 lbs. 55 gp to buy
Lizard (climb) 5 gp/day to rent
Eats 10 lbs. of feed/day (1 sp)
Female Steeder 300 feet 3 miles 24 miles 2.5 450 lbs. 500 gp to buy
(climb) Cannot be rented
Eats 10 lbs. of feed/day (1 sp)
Rothe 300 feet 3 miles 24 miles 2.5 540 lbs. 60 gp to buy
4 gp/day to rent
Eats 10 lbs. of feed/day (5 cp)
Giant Boar 400 feet 4 miles 32 miles 3 510 lbs. 75 gp to buy
6 gp/day to rent
Eats 15 lbs. of feed/day (8 cp)
Rhinoceros 400 feet 4 miles 32 miles 3 630 lbs. 500 gp to buy
Cannot be rented
Eats 15 lbs. of feed/day (8 cp)
Elephant (huge) 400 feet 4 miles 32 miles 3 1320 lbs. 500 gp to buy
Cannot be rented
Eats 200 lbs. of feed/day
(1 gp)
Giant Sea Horse 400 feet 4 miles 32 miles 3 360 lbs. 200 gp to buy
(swim) Cannot be rented
Eats 10 lbs. of feed/day (5 cp)
Camel 500 feet 5 miles 40 miles 4 480 lbs. 50 gp to buy
4 gp/day to rent
Eats 10 lbs. of feed/day (5 cp)
Allosaurus 600 feet 6 miles 54 miles 5.5 570 lbs. 400 gp to buy
Cannot be rented
Eats 10 lbs. of feed/day (1 sp)
Distance Carrying Capacity Cost (most wild mounts
Distance Distance Hexes per day
Wild Mounts per (including character cannot be bought/rented
per hour per day (10 miles/hex)
minute weight and gear) except from rare trainers)
Owlbear 400 feet 4 miles 32 miles 3 600 lbs. 2,000 gp to buy
Cannot be rented
Eats 15 lbs. of fd/day (15 cp)
Dire Wolf 500 feet 5 miles 40 miles 4 510 lbs. 1,000 gp to buy
Cannot be rented
Eats 10 lbs. of feed/day (1 sp)
Axe Beak 500 feet 5 miles 40 miles 4 420 lbs. 900 gp to buy
Cannot be rented
Eats 10 lbs. of feed/day (1 sp)
Worg 500 feet 5 miles 40 miles 4 480 lbs. 1,000 gp to buy
Cannot be rented
Eats 20 lbs. of feed/day (2 sp)
Hippogriff (fly) 600 feet 6 miles 54 miles 5.5 510 lbs. 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. 17,500 gp to buy
Cannot be rented
Eats 15 lbs. of fd/day (15 cp)
Wyvern (fly) 800 feet 8 miles 72 miles 7 570 lbs. 20,000 gp to buy
Cannot be rented
Eats 20 lbs. of feed/day (2 sp)
Distance Carrying Capacity
Distance Distance Hexes per day
Special Mounts per (including character Cost
per hour per day (10 miles/hex)
minute weight and gear)
Unicorn 500 feet 5 miles 40 miles 4 540 lbs. Cannot be bought
Cannot be rented
Eats 10 lbs. of feed/day (5 cp)
Pegasus (fly) 900 feet 9 miles 81 miles 8 540 lbs. Cannot be bought
Cannot be rented
Eats 15 lbs. of feed/day (8 cp)
Nightmare (fly) 900 feet 9 miles 81 miles 8 540 lbs. 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 Cost Armor Class Strength Stealth Weight


Light Barding
Padded 20 gp 11 + Dex modifier - Disadvantage 16 lbs.
Leather 40 gp 11 + Dex modifier - - 20 lbs.
Studded leather 180 gp 12 + Dex modifier - - 26 lbs.
Medium Barding
Hide 40 gp 12 + Dex modifier (max 2) - - 24 lbs.
Chain shirt 200 gp 13 + Dex modifier (max 2) - - 40 lbs.
Scale mail 200 gp 14 + Dex modifier (max 2) - Disadvantage 90 lbs.
Breastplate 1,600 gp 14 + Dex modifier (max 2) - - 40 lbs.
Half plate 3,000 gp 15 + Dex modifier (max 2) - Disadvantage 80 lbs.
Heavy Barding
Ring mail 120 gp 14 - Disadvantage 80 lbs.
Chain mail 300 gp 16 Str 13 Disadvantage 110 lbs.
Splint 800 gp 17 Str 14 Disadvantage 120 lbs.
Plate 6,000 gp 18 Str 15 Disadvantage 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 Cost Weight Item Cost Weight


Animal feed (herbivore) 1 cp 2 lbs. Saddle, military 20 gp 30 lbs.
Animal feed (carnivore) 1 cp 1 lb. Saddle, exotic 60 gp 40 lbs.
Bit and bridle 2 gp 1 lb. Saddlebags 4 gp 8 lbs.
Saddle, pack 5 gp 15 lbs. Stabling (per day) 5 sp -
Saddle, riding 10 gp 25 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.

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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.

Pulling Creature Capacity


Land Vehicles Weight Costs
Creatures (not including gear)
Chariot 1-2 2 100 lbs. 250 gp to buy
1 gp/day to rent vehicle
Sled 2 or more 2 300 lbs. 20 gp to buy
3 gp/day to rent vehicle, horse/s, and driver
Cart 1 5 200 lbs. 15 gp to buy
1 sp/day/head to rent one slot
3 gp/day to rent vehicle, horse/s, and driver
Wagon 1 or more 7 400 lbs. 35 gp to buy
1.5 sp/day/head to rent one slot
5 gp/day to rent vehicle, horse/s, and driver
Carriage 2 or more 9 600 lbs. 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 Distance Distance Distance Hexes per day Carrying


Costs
Vehicles per minute per hour per day (10 miles/hex) Capacity
Keelboat 100 feet 1 mile, 8 miles, 1, 3 1/2 ton cargo, 3000 gp to buy
4 miles 32 miles downstream 6 passengers, 1 sp/day/head to rent one slot
downstream crew 1 30 gp/day to rent whole boat and
crew
Rowboat 150 feet 1.5 miles, 12 1, 3.5 3 passengers, 50 gp to buy
4.5 miles miles, downstream crew 1 1 sp/day/head to rent one slot
downstream 36 miles 1 gp to rent whole boat per day
Canoe 200 feet 2 miles, 16 1.5, 4 5 passengers, 50 gp to buy
5 miles miles, downstream crew 1 1 sp/day/head to rent one slot
downstream 40 miles 1.5 gp to rent whole boat per day
Sailing Ship 200 feet 2 miles 48 miles 5 (24 hours) 100 tons 10,000 gp to buy
(per 24 cargo, 20 5 sp/day/head to rent one hammock
hours) passengers, 2 gp/day to rent whole room
crew 20 75 gp/day to charter ship and crew

5
Warship 250 feet 2.5 miles 60 miles 6 (24 hours) 200 tons 25,000 gp to buy
(per 24 cargo, 60 1 gp/day/head to rent one hammock
hours) passengers, 5 gp/day to rent whole room
crew 60 225 gp/day to charter ship and crew
Longship 300 feet 3 miles 72 miles 7 (24 hours) 10 tons cargo, 10,000 gp to buy
(per 24 150 5 sp/day/head to rent one hammock
hours) passengers, 3 gp/day to rent whole room
crew 40 175 gp/day to charter ship and crew
Galley 400 feet 4 miles 96 miles 9.5 (24 hours) 150 tons 30,000 gp to buy
(per 24 cargo, crew 80 1 gp/day/head to rent one hammock
hours) 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.

Distance Distance Distance Hexes per day Carrying


Air Vehicles Costs
per minute per hour per day (10 miles/hex) Capacity
Airship (PHB) 800 feet 8 miles 192 19 (24 hours) 1 ton cargo, 20,000 gp to buy
miles 20 passengers, 5 gp/day/head to rent one hammock
(per 24 crew 10 20 gp/day to rent whole room
hours) 250 gp/day to charter ship and crew
Falcon Class 800 feet 8 miles 192 19 (24 hours) 1 ton cargo, 40,000 gp to buy
(fly) miles 40 passengers, 5 gp/day/head to rent one hammock
(per 24 crew 10 20 gp/day to rent whole room
hours) 250 gp/day to charter ship and crew
Pegasus Class 1500 feet 15 miles 360 36 (24 hours) 10 passengers, 100,000 gp to buy
(fly) miles crew 5 10 gp/day/head to rent 1 hammock
(per 24 40 gp/day to rent whole room
hours) 600 gp/day to charter ship and crew
Wyvern Class 700 feet 7 miles 168 17 (24 hours) 30 tons cargo, 100,000 gp to buy
(fly) miles 30 passengers, 10 gp/day/head to rent 1 hammock
(per 24 crew 20 40 gp/day to rent whole room
hours) 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.

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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.

Spell Distance Distance per Distance Hexes per day Creatures


Spell Costs
Level per minute hour per casting (10 miles/hex) per Cast
Phantom Steed 3rd 1000 feet 10 miles, 13 Lasts one 1, 1.5 1 50 gp/casting
miles fast pace hour
Teleportation circle 5th Instant Instant Instant Instant 16 200 gp/
casting
Teleportation circle 5th Instant Instant Instant Instant - 35 gp/
(permanent) creature
Wind walk 6th 3000 feet 30 miles 240 miles 24 Caster + 10 300 gp/
casting
Transport via plants 6th Instant Instant Instant Instant 6 300 gp/
casting
Teleport 7th Instant Instant Instant Instant Caster + 8 750 gp/
casting
Plane shift 7th Instant Instant Instant Instant Caster + 8 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 Distance Distance Hexes per day Creature Carrying Capacity (including
Vehicle Travel
per minute per hour per day (10 miles/hex) Capacity creatures)
Broom of flying 500 feet 5 miles 40 miles 4 1 400 lbs., speed becomes 30
when carrying >200 lbs.
Carpet of flying (6 ft. x 9 ft.) 300 feet 3 miles 24 miles 2.5 6 1,600 lbs., speed becomes 15
when carrying >800 lbs.
Carpet of flying (5 ft. x 7 ft.) 400 feet 4 miles 32 miles 3 4 1,200 lbs., speed becomes 20
when carrying >600 lbs.
Carpet of flying (4 ft. x 6 ft.) 600 feet 6 miles 48 miles 5 3 800 lbs., speed becomes 30
when carrying >400 lbs.
Carpet of flying (3 ft. x 5 ft.) 800 feet 8 miles 64 miles 6.5 2 400 lbs., speed becomes 40
when carrying >200 lbs.
Wings of flying 600 feet 6 miles One hour .5 1 Your carrying capacity

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