Difference between revisions of "Air Walk (spell)"

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[[File:Air Walk (spell).jpg|right|525px|thumb]]
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'''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
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| 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
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}}
 
}}
  
Permits walking upon air as though it were solid ground.
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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.
 
 
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 float downwards at a rate of 12 feet per round, until they come to rest or stand safely on whatever surface was below them.
  
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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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.
  
The spell cannot affect any creature not of the cleric’s religion.
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[[Category: Clerical Spells]][[Category: Don't Review until 2022]]
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[[Category: Lacks Image]]
 

Latest revision as of 01:42, 16 April 2022

Air Walk (spell).jpg

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.

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 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.