Difference between revisions of "Water Walk (spell)"

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However, though the water's surface can be treated as smooth, the existing wind affects the recipient as it would if he or she were walking anywhere else.  Thus a [[Storms|storm or gale]] would make forward travel against the wind difficult, so that the footing of the recipient might be lost. If this should happen, however, a dunking into the water won't happen unless the recipient wishes; therefore, he or she would find themselves laying or resting on the surface after falling, just as they would on firm ground.
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However, though the water's surface can be treated as smooth, the existing wind affects the recipient as it would if he or she were walking anywhere else.  Thus, a [[Storms|storm or gale]] would make forward travel against the wind difficult, so that the footing of the recipient might be lost.
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If this should happen, however, a dunking into the water won't happen unless the recipient wishes; therefore, he or she would find themselves laying or resting on the surface after falling, just as they would on firm ground.
  
 
If the recipient wishes to enter the water, this can be done at any time.  The character simply chooses a place in the water they'd like to enter, then jumps or dives in.  At that moment, the spell is broken.
 
If the recipient wishes to enter the water, this can be done at any time.  The character simply chooses a place in the water they'd like to enter, then jumps or dives in.  At that moment, the spell is broken.
  
 
The spell requires that the recipient be a believer of the caster's faith, else the spell fails.
 
The spell requires that the recipient be a believer of the caster's faith, else the spell fails.

Revision as of 20:23, 18 October 2021

Water Walk.jpg

Water walk enables the caster to step onto the surface of a natural body of water and move across it as though it were firm ground. The tumbling surface of the sea or a river has no effect on the recipient, who's able to move as they will in any direction across the water with equal ease.

Water Walk
Range touch
Duration 10 rounds +10 rounds
per level
Area of Effect 1 creature +1 creature
per 2 levels
Casting Time 2 rounds
Saving Throw none; see below
Level cleric (3rd)

However, though the water's surface can be treated as smooth, the existing wind affects the recipient as it would if he or she were walking anywhere else. Thus, a storm or gale would make forward travel against the wind difficult, so that the footing of the recipient might be lost.

If this should happen, however, a dunking into the water won't happen unless the recipient wishes; therefore, he or she would find themselves laying or resting on the surface after falling, just as they would on firm ground.

If the recipient wishes to enter the water, this can be done at any time. The character simply chooses a place in the water they'd like to enter, then jumps or dives in. At that moment, the spell is broken.

The spell requires that the recipient be a believer of the caster's faith, else the spell fails.