Wind Walk

A
Utility

Wind Walk is a Utility spell. Utility spells solve problems outside of combat or provide unique situational advantages.

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spell for
swift travel

Wind Walk is a Mobility spell. Mobility spells augment or allow for new ways of moving.

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,
turning you and
multiple creatures

Wind Walk is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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into cloud forms that race through the sky safely.

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

While in cloud form, creatures now can hover, can’t be Prone, and have resistance to bludgeoning, piercing, and slashing damage instead of only nonmagical weapon damage. Reverting now leaves them Stunned for 1 minute instead of incapacitated and unable to move.

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.