Wind Walk
6th-level Transmutation
System Reference Document 5.2 (D&D 2024) · Content reviewed 2026-07-11
Wind Walk is a 6th-level transmutation spell in D&D 5e (2024). 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…
- Casting Time
- 1 minute
- Range
- 30 feet
- Components
- V, S, M (a candle)
- Duration
- 8 hours
- Damage Type
- Slashing
- 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.
Common questions
What level is Wind Walk?
Wind Walk is a 6th-level transmutation spell in the 2024 D&D rules.
What is the casting time of Wind Walk?
Wind Walk has a casting time of 1 minute, with a range of 30 feet.
Does Wind Walk require concentration?
No. Wind Walk does not require concentration.