Water Walk
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
Water Walk popularity
How popular is Water Walk? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% picked level 3 Druid spell
- Top 50% of all 5e spells
- Top 50% picked level 3 Ranger spell
- Top 50% of all level 3 spells
- Top 50% picked level 3 Cleric spell
- Bottom 50% picked level 3 Sorcerer spell
Spells similar to Water Walk
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.
Players prefer Fly over Water Walk
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.
Players prefer Phantom Steed over Water Walk
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.
Players prefer Water Walk over Freedom of Movement
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.
Players prefer Water Walk over Water Breathing
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.
Players prefer Water Walk over Gaseous Form