Water Walk

A
Utility

Water Walk is a Utility spell. Utility spells solve problems outside of combat or provide unique situational advantages.

See all Utility spells →
spell that lets
multiple creatures

Water Walk is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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stride across water, mud, or lava as if it were solid ground, boosting
mobility

Water Walk is a Mobility spell. Mobility spells augment or allow for new ways of moving.

See all Mobility spells →
.

2024 Rules

Level & School
3rd-level transmutation
Casting Time
Action or Ritual
Range
30 feet
Components
V, S, M (a piece of cork)
Duration
1 hour
Classes
Cleric, Druid, Ranger, Sorcerer

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.

An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

2014 Rules

Level & School
3rd-level transmutation
Casting Time
Action
Range
30 feet
Components
V, S, M (a piece of cork)
Duration
1 hour
Classes
Cleric, Druid, Ranger, Sorcerer

This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Water Walk 5.5e 2024 vs. 5e 2014 edition differences

It gains the Ritual tag. It no longer has the special rule that pulls a submerged target up to the surface; instead, an affected creature uses a Bonus Action to move into or out of the liquid, and if it falls in, it passes through the surface normally. Also, you no longer need to see the chosen willing targets.

Water Walk popularity

Water Walk is a commonly chosen level 3 spell. Choosing it adds an established option to your spellbook.

Spells similar to Water Walk

  • Water Breathing 3rd-level transmutation

    Both are 3rd-level transmutation rituals that change how multiple creatures interact with water to enable extended travel or activity.

  • Fly 3rd-level transmutation

    Fly is the same level and grants a temporary movement mode to multiple creatures, making it a close analogue for mobility-focused utility.

  • Freedom of Movement 4th-level abjuration

    This spell similarly removes movement constraints for several allies for an hour, serving the same tactical role of freeing party mobility.

  • Gaseous Form 3rd-level transmutation

    Gaseous Form is a level-3 option that grants a nonstandard movement type and can affect multiple targets, so it parallels Water Walk's niche travel utility.

  • Phantom Steed 3rd-level illusion

    Phantom Steed is a ritual that creates a means of party transportation for up to an hour, matching Water Walk's travel-and-mobility utility feel.