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)
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.
Spellcasting & Tactical Insights
Action Economy
Standard Action • Primary turn investment.
Concentration
No Concentration • Safe to stack with persistent effects.
School Role
Transmutation: Alters properties of physical matter or creatures. Provides flexible buffs, environmental reshaping, and mobility.
Frequently Asked Questions
What level spell is Wind Walk and what school does it belong to?
Wind Walk is a Level 6 spell belonging to the school of Transmutation in D&D 5e.
What are the casting time, range, and duration of Wind Walk?
Wind Walk has a casting time of 1 minute, range of 30 feet, and duration of 8 hours.
Does Wind Walk require concentration or ritual casting?
No, Wind Walk does not require Concentration. It cannot be cast as a ritual.
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.