Wind Walk
2024 Rules
- Level & School
- 6th-level transmutation
- Casting Time
- 1 minute
- Range
- 30 feet
- Components
- V, S, M (a candle)
- Duration
- 8 hours
- Classes
- Druid
- Source
- Player's Handbook (2024)
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.
2014 Rules
- Level & School
- 6th-level transmutation
- Casting Time
- 1 minute
- Range
- 30 feet
- Components
- V, S, M (fire and holy water)
- Duration
- 8 hours
- Classes
- Druid
- Source
- Player's Handbook (2014)
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Wind Walk 5.5e 2024 vs. 5e 2014 edition differences
Wind Walk popularity
How popular is Wind Walk? It is one of the rarest spells in the game, but is often chosen over other options when available. This spell is a rare and unique offering.
- Top 50% picked level 6 Druid spell
- Bottom 25% of all level 6 spells
- Bottom 10% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Wind Walk
Animal Shapes 8th-level transmutation
Both are high-level druid transmutations that reshape multiple willing creatures and provide unusual movement options for long-duration exploration.
Players prefer Animal Shapes over Wind Walk
Transport via Plants 6th-level conjuration
Druids can use either spell to move a party efficiently over great distances, with this one relying on linked plants instead of cloud-form flight.
Players prefer Transport via Plants over Wind Walk
Fly 3rd-level transmutation
This is a straightforward group-flight alternative, offering strong aerial mobility to several creatures for a sustained duration.
Players prefer Wind Walk over Fly
Plane Shift 7th-level conjuration
It also serves as a powerful group transportation spell for druids, although its travel is instantaneous and planar rather than sustained aerial movement.
Players prefer Wind Walk over Plane Shift
Etherealness 7th-level conjuration
Like Wind Walk, it lets multiple creatures travel safely in an unusual form for 8 hours while largely avoiding ordinary terrain and threats.
Players prefer Wind Walk over Etherealness
Gaseous Form 3rd-level transmutation
Both transform willing creatures into mobile gaseous forms for extended travel, though Wind Walk affects a much larger group and grants far greater speed.
Players prefer Wind Walk over Gaseous Form