Difference between revisions of "Air Walk (spell)"

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[[File:Air Walk (spell).jpg|right|490px|thumb]]
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[[File:Air Walk (spell).jpg|right|525px|thumb]]
'''Air walk''' enables the recipient to move horizontally across a plane of air as though walking on solid ground.
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'''Air walk''' is a spell that enables the recipient to [[Movement (stride)|move]] across a plane of air as though walking on solid ground, whether along a level path, "uphill" at half speed per hex or "downhill" at twice the usual rate. Uphill and downhill movement cannot exceed 30° above or below the horizontal plane, and the surface is treated as firm and continuous for purposes of footing and balance.
  
 
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| level = [[Cleric 5th Level Spells|cleric (5th)]]
 
| level = [[Cleric 5th Level Spells|cleric (5th)]]
 
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For the duration of the spell there is no chance of [[Falling|falling]], even if the recipient is [[Stun Lock|stunned]], knocked prone or rendered [[Negative Hit Points|unconscious]]. In the latter case, the recipient will lie upon the air as though upon a solid surface; in all circumstances, the local environment affects the recipient no differently than if standing upon the ground. Strong winds, missile impacts or bodily collision do not displace the recipient from this invisible footing, though such forces may still affect balance, facing or the ability to act, as normal.
  
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The surface created is continuous beneath the recipient’s feet and extends only so far as movement is taken; it does not form a platform that others may use unless they are likewise under the effect of the spell. The recipient may stop, turn or change elevation freely within the 30° limit, but cannot hover in place without motion unless standing still, as though upon level ground.
Creatures can move regardless of their height above the true surface, and may walk a horizontal path, or any route upwards or downwards with any angle. An angle greater than 15 degrees halves the movement rate; one greater than 45 degrees quarters it; and one greater than 75 degrees makes the movement rate one sixth normal.
 
  
There is no chance of falling so long as the spell is active; if the creature should be knocked or disrupted, it will be as though this has happened on solid ground, with the creature remaining in its place in the air. Once the spell ends, however, the caster will drop vertically to the ground (without any possible horizontal movement) at a rate of 20 feet per round, landing without suffering any harm.
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Once the duration ends, the recipient will descend at a rate of 12 feet per round, retaining control of posture and orientation during the fall. If the recipient is able, they may move laterally while descending at normal movement rate, allowing a controlled landing. If unconscious or otherwise unable to act, the descent remains gradual and without harm unless impeded by an obstruction.
  
Persons affected by a gust of wind or similar spell will be affected as though they were on solid ground and could push themselves forward. Persons knocked back by stunned rules will move 1 or more hexes, just as if they were stunned upon the ground.
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== Mounts ==
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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 in order to induce it to willingly step out onto the air.
  
The spell cannot affect any creature not of the cleric’s religion.
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Animals do not naturally trust unseen footing, and will balk, rear or refuse outright without firm handling. Even when properly trained, the mount will move cautiously at first, treating the surface as uncertain until accustomed to it. Sudden changes in direction or elevation may unsettle the animal, requiring the rider to maintain control as though traversing narrow or unfamiliar ground.
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Once committed, the mount may proceed as though on solid terrain, observing the same limitations of slope and speed as the spell allows. Should the rider lose control, the mount will attempt to return to ground if possible, rather than continue forward into open air.
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 01:29, 21 March 2026

Air Walk (spell).jpg

Air walk is a spell that enables the recipient to move across a plane of air as though walking on solid ground, whether along a level path, "uphill" at half speed per hex or "downhill" at twice the usual rate. Uphill and downhill movement cannot exceed 30° above or below the horizontal plane, and the surface is treated as firm and continuous for purposes of footing and balance.

Air Walk
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 duration of the spell there is no chance of falling, even if the recipient is stunned, knocked prone or rendered unconscious. In the latter case, the recipient will lie upon the air as though upon a solid surface; in all circumstances, the local environment affects the recipient no differently than if standing upon the ground. Strong winds, missile impacts or bodily collision do not displace the recipient from this invisible footing, though such forces may still affect balance, facing or the ability to act, as normal.

The surface created is continuous beneath the recipient’s feet and extends only so far as movement is taken; it does not form a platform that others may use unless they are likewise under the effect of the spell. The recipient may stop, turn or change elevation freely within the 30° limit, but cannot hover in place without motion unless standing still, as though upon level ground.

Once the duration ends, the recipient will descend at a rate of 12 feet per round, retaining control of posture and orientation during the fall. If the recipient is able, they may move laterally while descending at normal movement rate, allowing a controlled landing. If unconscious or otherwise unable to act, the descent remains gradual and without harm unless impeded by an obstruction.

Mounts

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 in order to induce it to willingly step out onto the air.

Animals do not naturally trust unseen footing, and will balk, rear or refuse outright without firm handling. Even when properly trained, the mount will move cautiously at first, treating the surface as uncertain until accustomed to it. Sudden changes in direction or elevation may unsettle the animal, requiring the rider to maintain control as though traversing narrow or unfamiliar ground.

Once committed, the mount may proceed as though on solid terrain, observing the same limitations of slope and speed as the spell allows. Should the rider lose control, the mount will attempt to return to ground if possible, rather than continue forward into open air.