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Wind Walk

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Allows the caster to fly, cloud-like, through the air.

Original D&D Edit

The spell is introduced in Supplement I: Greyhawk as a cleric spell. Anti-clerics can also use it.

  • Spell Level 7
  • Duration 1 day

The caster and their immediate surroundings become insubstantial and cloud-like, flying at up to 48" per turn. The caster can take one other person they are touching with them on this journey.

AD&DEdit

Wind Walk Edit

Debuted in the Player's Handbook as a cleric spell.

Level: 7 School: Alteration
Components: V, S, M (fire and sacred water)
Range: Touch Casting Time: 1 round
Duration: 6 turns/level Saving Throw: None
Target

s: 1 creature, plus 1 creature/8 levels

Transforms the targets into cloud-like vapor, and then summons a magical wind to waft them along at a speed of up to 60" per turn, or as slow as 6" per turn, as the caster wills. Creatures in this form may be mistaken for clouds, fog, or some other vapor (80% chance if they are clothed in white).

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