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
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
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
Spells similar to Wind Walk
Gaseous Form 3rd-level transmutation
It also turns creatures into a cloudlike, flying state that changes mobility and action options, making it the closest mechanical analogue.
Fly 3rd-level transmutation
Both grant flight to allies for extended periods so a party can traverse obstacles or reposition from above.
Transport via Plants 6th-level conjuration
As a level 6 druid option that moves multiple allies for strategic travel, it fills a similar long-range party-movement niche.
Word of Recall 6th-level conjuration
It’s the same spell level and provides a quick way to remove and relocate an entire party, matching Wind Walk’s group-utility intent.
Water Walk 3rd-level transmutation
This spell likewise gives several allies a special movement mode for a long duration, useful for overcoming environmental travel challenges.