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<blockquote data-quote="coyote6" data-source="post: 110855" data-attributes="member: 1225"><p>A <em>wind walk</em> spell, extended 3 times (via Extend Spell feat, and thus cast as a 9th level cleric spell) would last (assuming caster level 18) 76 hours, and affect 6 characters. At 60 mph, that's long enough to go 4500 miles -- far more than you need. It'll only take about 42 hours to go 2500 miles; thankfully, the <em>wind walkers</em> can change to and from the cloud form at will. So the party could go for, say, 14 hours (using the force march rules, taking up to 6d6 of subdual damage), stop on land, sleep, get up & go for another 14 hours. Three days -- just within the duration of the spell -- of this grueling schedule will land them on the island.</p><p></p><p>(If there are more than 6 characters going, an 18th level cleric gets two 9th level spells per day, so this hypothetical cleric could set 12 characters up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="coyote6, post: 110855, member: 1225"] A [i]wind walk[/i] spell, extended 3 times (via Extend Spell feat, and thus cast as a 9th level cleric spell) would last (assuming caster level 18) 76 hours, and affect 6 characters. At 60 mph, that's long enough to go 4500 miles -- far more than you need. It'll only take about 42 hours to go 2500 miles; thankfully, the [i]wind walkers[/i] can change to and from the cloud form at will. So the party could go for, say, 14 hours (using the force march rules, taking up to 6d6 of subdual damage), stop on land, sleep, get up & go for another 14 hours. Three days -- just within the duration of the spell -- of this grueling schedule will land them on the island. (If there are more than 6 characters going, an 18th level cleric gets two 9th level spells per day, so this hypothetical cleric could set 12 characters up. :) ) [/QUOTE]
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