Wind Walk

Level 6 Transmutation spell available to Druids. Turn the whole party into flying clouds of mist that resist non-magical damage and cannot be hurt much, but also cannot attack, cast, or talk. It is a travel and escape spell, and a very strange thing to spend a Level 6 slot on.

Spell description: Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. You become Resistant to non-magical damage, gain Advantage on Constitution, Dexterity, and Strength Saving Throws, and become Tiny. While transformed, you cannot attack, cast spells, or talk.

Spell properties

  • Range: 9m (30ft)
  • Duration: Until Long Rest
  • Conditions applied: Gaseous Form. Resistant to non-magical damage, Advantage on Strength, Dexterity, and Constitution saves, Tiny, can Fly. Cannot attack, cast, or talk.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Wind Walk at higher levels provides no additional benefits.

How to obtain Wind Walk

  • Druid at Class level 11

WIND WALK

Level 6 Transmutation Spell

Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. You become Resistant to non-magical damage, gain Advantage on Constitution, Dexterity, and Strength Saving Throws, and become Tiny. While transformed, you cannot attack, cast spells, or talk.

Range: 9m (30ft) Duration: Until Long Rest

CONDITION: GASEOUS FORM

Duration: Until Long Rest
AoE: 9m (30ft) radius

Condition: Gaseous Form

  • Transformed into a cloud of mist. Tiny, and can Fly.
  • Resistant to all non-magical damage. Immune to Bleeding.
  • Advantage on Strength, Dexterity, and Constitution Saving Throws.
  • Cannot attack, cast spells, or speak. Strength and Dexterity are set to 10 while transformed. Can be dismissed at will.

When to cast Wind Walk

Cast it to leave. If a fight has gone badly and the exit is a long way off or up a cliff, Wind Walk makes everyone Tiny, flying, and resistant to most of what is being thrown at them. Float away, dismiss the form, and rest.

It is also a way to get the whole party somewhere they cannot walk. Anywhere Fly would get one character, Wind Walk gets four, without spending four slots.

In combat it is a non-starter. Nobody in mist form can attack or cast, and the form has to be dismissed before they can, so the best case is a turn of everyone doing nothing. Do not cast it thinking of it as a defensive buff.

The honest verdict: prepare it when you know you are travelling or planning an escape, and leave it out on days you expect to fight. Sunbeam and Heroes’ Feast want that slot.

Wind Walk – Baldur’s Gate 3 Spell

Spell properties

Level
Level 6
School
Transmutation
Casting resource
Action + Spell Slot
Damage type

Range
9m (30 ft)
Duration
Until Long Rest
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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