Windwalkers in combat

Dark Dragon

Explorer
Last session we got some trouble with the spell Wind walk. Perhaps the solution is easy to find, but... First, the spell from the SRD:

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)

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.

My questions:

1) Can a wind walking creature pass through cracks, small openings (key holes) and so on as with Gaseous Form? After all, the creature is just vapor...

2) Can a wind walking creature fight normally, without returning to its physical body?

3) What about the creature's equipment: Remains it functional?

4) Spell casting is not possible. What about using magic items (e.g. wands or scrolls, if they are still functional), psionics, spell-like or supernatural abilities?

5) Can the creature interact with solid or liquid objects (doors, water, books)?

6) Would a wind walker drown when staying under water too long?

Thanks for help,
Dark Dragon.
 

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This is a huge gray area that needs interpretation by the individual DM. In an attempt to be helpful (my party uses wind walk a lot), here are my readings of the spell:

(1) I honestly don't know. I'd lean toward not allowing it, until a ruling on intent pops up to indicate this should be possible.

(2)-(5) My reading is "no" for all these situations. It looks like the intent of wind walk is fast, safe, hard-to-detect movement. Spells, attacks, manipulations are therefore prohibited. There's an option to regain physical form temporarily, which looks like it was provided precisely in case you decide you need to interact with something.

(6) My ruling is actually to not allow wind walkers to go underwater -- the language is "move through the air", and I hold them to that. If they go underwater, I immediately start applying damage just like under the "sustain damage from high winds" clause -- it makes sense that the vaporous form is being broken up the same way.
 

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