air, magical, transmutation
- Casting Time: 10 minutes; Material, Somatic, and Verbal
- Requirements: a feather and silver dust (worth 1 silver)
- Range: touch
- Target: up to 5 creatures, including yourself
- Duration: 1 hour per Proficiency Score (C+)
When you cast this spell, all targets transform into a vaguely cloud-like form and are picked up by a wind moving in the direction of your choice. You can spend an action to concentrate on the spell and change the wind’s direction. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, cast a spell, come under attack, or otherwise enter Encounter Mode, the spell ends for all targets and they drift gently to the ground, taking no falling damage. Wind Walk is on the Divine and Primal Spell Lists.