Sometimes you have to get out of town without anyone knowing you’re gone. These five spells can help you skip town.
We’ve all been there. Sometimes your whole party needs to leave town in a hurry, and it’s better if nobody knows the party has actually left. Fortunately, in D&D, magic solves most of your problems. And with the right spells, you can skip town like you wouldn’t believe.
So when you need your whole party to get away in a hurry, these are some spells you might want to have prepared.
Pass Without Trace

Whole games have turned on the properly timed casting of a Pass Without Trace spell. This is just hands down, one of the best spells a party can have. It’s not always useful, every session. But rarely does a whole campaign—or even adventure—go by without it being helpful for the whole party to have +10 to stealth.
Especially when you’re trying to skip town. A flat +10 bonus to everyone in your party’s stealth checks? And making it impossible to track them without magical means? Nobody’s going to know that you’re gone until you’re well away. And by then? Good luck finding you.
Darkness

They say the best time to skip town is under cover of darkness. But you can’t always wait for nightfall. Anyone who’s ever had to deal with the shifting vagaries of a D&D adventure scenario knows how quickly the tides can turn from “and we’re all rolling 20s,” to “and now the whole town is mad at us”.
When that worm turns, the Darkness spell is your friend. You have nightfall wherever you go – better than nightfall, even, becuse darkvision can’t pennetrate this sphere of magical darkness. You can even carry it with you. So you can leave darkness in strategic areas while the party breaks line of sight long enough to start making those stealth checks.
And then you can skip town.
Fog Cloud

What if you don’t want a ton of attention? Sometimes magical darkness is too flashy. If you want your skipping town to seem more mysterious—more lingering and also a little more organic—then the Fog Cloud spell is your friend. Especially if you have more than one character with access to this spell.
You can conjure up a thick fog which can hide a multitude of sins. But specifically, it can hide the movements of a party of adventurers hoping to skip town before the consequences of their actions catch up to them. And since it’s a fog that disperses with the wind and everything, it might just be taken as a thick fog—and certainly not a supernatural attempt to vanish in the mist.
Nondetection

Skipping town is one thing, but staying sipped is another story. And that’s where a spell like Nondetection comes in. This spell can completely protect you from magical detection for eight hours. It can protect one person, or a place or an object up to 10 feet in any dimension.
But it doesn’t take your Concentration—with just a few 3rd level spell slots, you can either create a large safe-from scrying zone or protect a small party. This spell makes you completely unable to be targeted by scrying spells, and keeps you from being perceived by magical sensors. Which means this spell is a handy way of making sure your party stays skipped once they skip town.
Wind Walk

Of course, when you really, absolutely, positively have to get out of town right now, the Wind Walk spell is your best friend. Sure, it’s a higher level spell—you need either a 6th level spell slot, or a scroll to cast it. And it takes a full minute to cast the spell. But if you can buy yourself the time, this is the ultimate getaway spell.
You and up to ten willing creatures of your choice within range become clouds. While in cloud form, you have a Fly Speed of 300 feet and can hover. On top of that, you’re immune to being knocked prone, and you have resistance to Bludgeoning, Piercing, and Slashing damage. Plus you can Dash, meaning you can move at least 600 feet per round. And that’s if you can only dash once. With this spell, your whole party can speed out of town at 68 miles per hour. Good luck to anyone trying to catch you when you’re going that fast.
Happy adventuring!
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