As you cast the spell, you inscribe onto your blank ticket the code of a permanent train stop of your choice whose stop number you’re already familiar with. A shimmering sign and small bench appears behind you as the Wander ing Line arrives on tracks which materialize before it. Your ticket allows passage for you and up to eight creatures of your choice. It takes 1 hour to arrive at your destination, no matter the distance. During your travel other stops may occur and are determined by the GM. If you or any friendly creature chooses to take a short rest while traveling and regains hit points at the end of the short rest by spending one or more Hit Dice, you also regain an extra 1d10 hit points. There are countless train stops, each of which includes a unique train stop number. When you first gain the ability to cast this spell, you learn the code for two destinations, determined by the GM. You can learn additional codes during your adventures. You can commit a new code sequence to memory after studying it for 1 minute.
* - (a blank ticket and high-quality ink worth at least 50 gp, which the spell consumes)
Level
5th
Casting Time
1 Minute
Range/Area
10 ft.
Components
V, S, M *
Duration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Comments