Travel Spells

November 9th, 2017

Alex Riggs

Obscure Arcana Archive

There are a lot of ways to travel magically, and, as much as we in the modern world take travel for granted, the ability to quickly get to far-off cities with a teleport spell can be one of the most game-disrupting things a mage can do. Today, we’re exploring a series of spells that provide some alternative means to get from point A to point B.


School conjuration (teleportation); Level magus 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 5, witch 5
Casting Time 1 minute
Components V, S
Range touch
Target vertical stone surface touched; see text
Duration permanent
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

You trace a mystic sigil on a vertical stone surface at least 5 feet tall and 3 feet wide, marking it as a mystic waypoint. The sigil on the stone can easily be spotted, as it glows with a faint arcane light (equivalent to a candle), and its meaning can be deciphered with a DC 20 Spellcraft check.

A stone that has been prepared in this way can be used as the starting point or destination of a waypoint travel spell. The waypoint can be destroyed with a successful dispel magic spell, or by physically damaging the sigil on the stone (inflicting at least 20 points of damage not negated by the waypoint’s hardness, which is 8 for most rocks). If it is not destroyed, the waypoint remains active indefinitely.


School transmutation; Level alchemist 3, bard 3, bloodrager 3, cleric 4, druid 3, inquisitor 3, medium 3, psychic 3, ranger 3, shaman 3, sorcerer/wizard 3, witch 4
Casting Time 1 standard action
Components V, S, M (three tears)
Range touch
Targets up to 1 touched creature/level
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You toughen each target, making them resilient to the hazards of long travel. Each affected creature suffers no nonlethal damage from hustling or forced marching, and ignores any fatigue or exhaustion that they would suffer as a result of such endeavors. Additionally, affected creatures do not need to sleep, and suffer no penalty for not doing so, although they also do not gain the benefits of rest if they do not stop to rest. At the end of the spell’s duration, each target automatically suffers 2 points of Constitution damage.


School conjuration (creation); Level bard 6, inquisitor 6, magus 6, mesmerist 6, occultist 6, sorcerer/wizard 6, summoner 6, witch 6
Casting Time 1 minute
Components V, S, F (a brass whistle)
Range close (25 ft. + 5 ft./2 levels)
Effect one quasi-real carriage, horses, and driver
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no

You conjure an opulent and luxurious coach that can carry yourself and a select few of your personal guests in style and splendor. This functions as conjure carriageUI, except as noted here. The coach can house up to twelve Medium or Small characters comfortably, and contains private sleeping compartments for each guest, if they so desire. In order to accommodate the larger size, the coach is pulled by a team of eight horses. The ride is impeccably smooth, and there are no concentration checks required to cast spells as a result of jostling motion while riding in the coach.

Up to once every four hours, an unseen servant within the coach can be commanded to provide food and drinks to the guests, which are given a choice of menu items to choose from. The food is the equivalent of that found in an upper-scale restaurant.

Creatures within the coach are protected from any harmful effects that might plague their dreams, such as a nightmare spell, and the trip is so luxurious and restful that not only is a day spent in the coach treated as a day of complete rest for the purposes of the character’s healing, the character is also treated as though they were benefitting from long-term care (causing them to recover 4 hit points per level and 4 ability score points for every 8 hours spent in the coach).

Finally, the interior of the coach offers the epitome of privacy, and scrying sensors are completely unable to penetrate the coach in any way. Attempts to scry upon those within the coach either result in seeing the coach from the outside, or the effect failing entirely.


School conjuration (teleportati0n); Level magus 4, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, summoner 4, witch 4
Casting Time 1 minute
Components V
Range see text
Targets you and touched objects or touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)

This spell allows the caster, and up to one additional creature per caster level, to instantaneously travel from one specially prepared point to another. This spell only functions if cast within 30 feet of a waypoint, a stone surface that was specially prepared with the create waypoint spell. You can travel any distance using this spell, but only to arrive within 30 feet of another waypoint. If you know of a particular waypoint, you can choose to arrive at it; otherwise, you simply choose your destination, and arrive at the nearest waypoint to that destination, regardless of how far that waypoint is from where you wanted to arrive.

If there is no active waypoint closer to your destination than the location you are in when you cast the spell, the spell fails. Additionally, each time you cast this spell, there is a 5% chance that you arrive at a waypoint in a random location, rather than at your intended destination.