3e SRD:Wind Walk

The character alters the substance of the character's body to a cloudlike vapor and moves through the air, possibly at great speed. The character can take other creatures with the character, each of which acts independently.

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Wind Walk
Transmutation
Level: Clr 6, Drd 7
Components: V, S, DF
Casting time: 1 action
Range: Touch
Targets: The character and one touched creature/ three levels
Duration: 1 hour/level (D)
Saving Throw: No and Will negates (harmless)
Spell Resistance: No and Yes (harmless)

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 his or 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 he or she may descend faster if he or she wishes. This descent serves as a warning that the spell is about to end.



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