Wind Walk
- Level
- 6
- School
- Transmutation
- Concentration
- No
- Ritual
- No
- Casting Time
- 1 Minute
- Duration
- 8 Hours
- Range
- 30 ft
- Damage/Effect
- Buff (...)
- Verbal Component
- Yes
- Somatic Component
- Yes
- Material Component
- Yes
- Materials
- (fire and holy water)
- Source
- Players Handbook
- D&D Beyond Link
- www.dndbeyond.com/spells/Wind-Walk
- Spell Domain
- Natural
Description
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.