Spells (3e)

NameWind Walk
Subschool
Descriptors
LevelClr 6, Drd 7
ComponentsV, S, DF
CastingTime1 action
RangeTouch
TargetThe character and one touched creature/ three levels
Effect
Area
Duration1 hour/level (D)
SavingThrowNo and Will negates (harmless)
SpellResistanceNo and Yes (harmless)
Description

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.

BaseSpell
XPCost
Focus
MaterialComponents
BlurbYou and your allies turn vaporous and travel fast.
id536
SchoolTransmutation