Difference between revisions of "Air Walk (spell)"
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+ | [[File:Air Walk (spell).jpg|right|525px|thumb]] | ||
+ | '''Air walk''' enables the recipient to [[Movement (stride)|move]] across a plane of air as though walking on solid ground — either along a level path, or "uphill" at half speed per hex, or "downhill" twice as fast as usual. Uphill and downhill movement cannot be more than 30° above or below the horizontal plane. | ||
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{{Spelltable | {{Spelltable | ||
| name = Air Walk | | name = Air Walk | ||
| range = touch | | range = touch | ||
− | | duration = 10 rounds +10 rounds per level | + | | duration = 10 rounds +10 [[Combat Round|rounds]] per [[Experience Level|level]] |
| area of effect = 1 creature | | area of effect = 1 creature | ||
| casting time = 3 rounds | | casting time = 3 rounds | ||
Line 9: | Line 12: | ||
}} | }} | ||
− | + | For the spell's duration there's no chance of [[Falling|falling]], even if the recipient is [[Stun Lock|stunned]], knocked over or even rendered [[Negative Hit Points|unconscious]] ... in the case of the latter, the recipient will lay on the "air;" whatever the conditions, the local environment affects the recipient no differently than if he or she were standing on solid earth. | |
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− | + | Once the duration ends, the recipient will float downwards at a rate of 12 feet per round, until they come to rest or stand safely on whatever surface was below them. | |
− | + | The spell can be '''cast upon a mount''', enabling it to carry a rider over the air; however, whether the mount is a [[Donkey (domestic)|donkey]], [[Mule|mule]], [[Horseback Riding (sage ability)|horse]], [[Camelback Riding (sage study)|camel]] or [[Mahout (sage study)|elephant]], or any other land-based mount, the rider must possess an authority-status [[Knowledge Points|knowledge]] in handling the animal, to induce it to willingly walk out onto the air. | |
− | + | [[Category: Clerical Spells]][[Category: Don't Review until 2022]] | |
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Latest revision as of 01:42, 16 April 2022
Air walk enables the recipient to move across a plane of air as though walking on solid ground — either along a level path, or "uphill" at half speed per hex, or "downhill" twice as fast as usual. Uphill and downhill movement cannot be more than 30° above or below the horizontal plane.
Range | touch |
Duration | 10 rounds +10 rounds per level |
Area of Effect | 1 creature |
Casting Time | 3 rounds |
Saving Throw | none |
Level | cleric (5th) |
For the spell's duration there's no chance of falling, even if the recipient is stunned, knocked over or even rendered unconscious ... in the case of the latter, the recipient will lay on the "air;" whatever the conditions, the local environment affects the recipient no differently than if he or she were standing on solid earth.
Once the duration ends, the recipient will float downwards at a rate of 12 feet per round, until they come to rest or stand safely on whatever surface was below them.
The spell can be cast upon a mount, enabling it to carry a rider over the air; however, whether the mount is a donkey, mule, horse, camel or elephant, or any other land-based mount, the rider must possess an authority-status knowledge in handling the animal, to induce it to willingly walk out onto the air.