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
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.
- #2 picked level 6 Druid spell
- Bottom 25% of all level 6 spells
- Bottom 10% of all 5e spells
Spells similar to Wind Walk
Fly 3rd-level transmutation
Both grant flight to allies for extended periods so a party can traverse obstacles or reposition from above.
Players prefer Fly over Wind Walk
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.
Players prefer Wind Walk over Transport via Plants
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.
Players prefer Wind Walk over Word of Recall
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.
Players prefer Wind Walk over Water 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.
Players prefer Wind Walk over Gaseous Form