Wind Walk¶
Level 6 · Transmutation
- Casting time: 1 minute
- Range: 30 feet
- Components: V, S, M (a candle)
- Duration: 8 hours
- Classes: Druid
Spell effect¶
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.
Source¶
Player’s Handbook (2024) — Wizards of the Coast.
All spells · By level · By class
Printed core rules¶
Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 340¶
Open the original rulebook — PDF page 340 — source PDF is not included in this player reference.