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Wind Walk 5e

Level 6 Transmutation

Wind Walk is a level 6 transmutation spell in D&D 5e. Casting time: 1 minute, range: 30 feet, duration: 8 hours. Available to Druid.

Casting Time

1 minute

Range

30 feet

Duration

8 hours

Components

V, S, M (fire and holy water)

Transmutation Level 6

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.

Material Components fire and holy water
Classes Druid

Use Wind Walk in your campaign

Dungeon Manager lets you add Wind Walk to your characters, reference it during sessions, and track spell slots across encounters — all free.