Wind Walk
TransmutationYou 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.
Spell Details
Player Guide
Wind Walk transforms entire parties into near-untouchable aerial units with 300 ft/round speed, perfect for bypassing terrain and repositioning before combat. Use it to gain high ground advantage, scout ahead safely, or execute tactical retreats when outmatched. The gaseous form grants resistance to non-magical damage and advantage against being grappled/restrained, making it exceptionally powerful for avoiding environmental hazards and low-level threats. Position your group above enemies for devastating ranged attacks while remaining difficult to counter-engage.
Spell Combos
DM Tips
Wind Walk duration (8 hours) and preparation time make it a pre-combat tool rather than reactive spell; consider encounter design with aerial threats and enclosed spaces to challenge this spell's dominance. Cap encounters with powerful ranged enemies or ceiling/roof limitations to prevent the spell from trivializing positioning-based encounters.