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 SpellTransform 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.
CONDITION: GASEOUS FORM
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.










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