is all about the journey, but sometimes the journey needs to move a little faster. Whether the party is racing to a festival or outrunning an apocalypse, it's all too common for players to need to get somewhere fast and find themselves with no way to do so. Luckily, any party with a hint of magical ability can avoid these situations with the right preparation. Knowing the best travel spells is the key to keeping a campaign moving when it needs it most.
Magical ability tends to scale exponentially in, with low-level spell-casters sometimes struggling to pull their weight while high-level spell-casters gain godlike powers. The most potent travel abilities are unsurprisingly unlocked at higher levels, but the game does fortunately offer solid options at even Level 1 spell slots. Players arranging spells for a first-level druid might not have the teleportation options available to a battle-scarred wizard, but they can still start with some useful enhancements. No matter how long a party has been playing or what spell-casters they have in their makeup, they can doubtless find something of use among the best travel spells.
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Longstrider may not be the flashiest travel spell, but at low levels, it might just be enough to get the job done. Cast at first level, Longstrider allows a bard, druid, ranger, or wizard to touch one creature and increase the target's speed by 10 feet for an hour. Longstrider is one of the weaker spells, but applying this burst of speed to even one party member could make the difference in running a message or catching a villain. Casting Longstrider at higher levels affects one additional creature per level, making its modest effects scale in
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