The character alters the substance of the character's body to
a cloudlike vapor and move through the air, possibly at great
speed. The character can take other creatures with the character,
each of which acts independently.
A magical wind wafts a wind walker along at up to 600 feet per
round (60 mph) or as slow as 5 feet per round (1/2 mph), as the
walker wills. Wind walkers are not invisible but rather appear
misty and translucent. If fully clothed in white, they are 80%
likely to be mistaken for clouds, fog, vapors, etc.
A wind walker can regain her physical form as desired and
later resume the cloud form. Each change to and from vaporous
form requires 5 rounds. The character, however, may dismiss the
spell, ending it immediately. The character may even dismiss it
for individual wind walkers and not others. While in vaporous
form, subjects gain damage reduction 20/+1, though they may
sustain damage from high winds (as determined by the DM). No
spellcasting is possible in vaporous form.
For the last minute of the spell, a wind walker automatically
descends 60 feet per round (for a total of 600 feet), though she
may descend faster if she wishes. This descent serves as a
warning that the spell is about to end.