Level 3 •
Transmutation (Ritual
)
Casting Time: 1 action
Range: 30 ft
Components: V, S, M
Duration: 1 hour
This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Material Component:
a piece of cork
Verbal Component:
Aqua Ambulando
Verbal Component (Alternative):
Prevent from sinking, like a stone block, a surface stride and watery walk.
Classes: Cleric, Druid, Ranger, Sorcerer, Artificer
Domain: Water
Tags: Movement
Source: Player's Handbook [5th Edition] (page 287)
View Water Walk Spell Card
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).