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Water Walk

Transmutation
Level: 3rd-level
Casting Time: 1 action
Range: 30 feet
Duration: 1 hour
Components: V, S, M

This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Ritual

Spell Details

School: Transmutation
Level: 3
Ritual: Yes
Concentration: No
Classes: Cleric, Druid, Ranger, Ritual Caster, Sorcerer
B-Tier Excellent utility and battlefield control tool with niche combat applications, but limited direct damage or defense.

Player Guide

Water Walk excels at mobility and positioning—traverse difficult terrain, escape surrounded enemies, or flank across otherwise impassable liquids. In combat, use it to grant your party unexpected movement routes and deny enemies the same advantage. Cast it preemptively during exploration to bypass environmental hazards; once active, it lasts 8 hours and affects 10 creatures, making it perfect for party-wide utility.

DM Tips

Water Walk doesn't prevent fall damage from height—only allows walking on surfaces. Clarify with players whether lava still deals damage despite surface contact, as the spell implies harmlessness but the description notes damage persists.