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
How popular is Wind Walk in 5e?
Wind Walk is the #44 most popular level 6 spell (of 51) and the #6 most picked level 6 Druid spell (of 18).
Among level 6 spells, Wind Walk ranks just below Tenser's Transformation and just above Investiture of Wind in popularity.
- #549 (of 567) most popular 5e spell
- #44 (of 51) most popular level 6 spell
- #6 (of 18) most picked level 6 Druid spell
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
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
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
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