Wind Walk6th-level Transmutation
A 6th-level transmutation spell for druids.
The card
Wind Walk
6th-level Transmutation
Wind Walk
Components: V, S, M (fire and holy water)
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.
Bringing it to the table
Usage
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Add Wind Walk to a Character
Pick one of the classes that gets it — level and the rest fill themselves in.
The Forge
Forge a character with Wind Walk
Choose a class that gets this spell. The forge builds the character around it.
Druid · level 11 · pre-filled
Counsel
Wind Walk, Answered
What level spell is Wind Walk in 5e?
Wind Walk is a 6th-level transmutation spell, so casting it costs a 6th-level slot or higher.
What classes can cast Wind Walk?
Wind Walk appears on the druid spell list in the SRD.
Does Wind Walk require concentration?
No. Wind Walk does not require concentration, so it runs alongside any concentration spell you already have up. Duration: 8 hours.
Put It In A Spellbook
Pick a class, and forge the character that casts it. Your first is free.
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