Difference between revisions of "Water Walk (spell)"
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− | '''Water walk''' enables the caster to [[Movement (stride)|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. However, whatever the [[Wind Speed|wind]] might be, it will affect the character walking on water the same as it would anywhere else. | + | '''Water walk''' is a spell that enables the caster to [[Movement (stride)|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. However, whatever the [[Wind Speed|wind]] might be, it will affect the character walking on water the same as it would anywhere else. |
{{Spelltable | {{Spelltable |
Revision as of 02:03, 18 October 2023
Water walk is a spell that 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. However, whatever the wind might be, it will affect the character walking on water the same as it would anywhere else.
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 text |
Level | cleric (3rd) |
Thus, storms and gales can make forward travel against the wind quite difficult, affecting the character's footing just as it would anywhere else. If a recipient slips or falls, however, they will come to rest on the surface of the water — since the character didn't actually wish to end the spell. Without special trouble, they can rise to their feet and continue on, providing the wind permits.
However, 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 the recipient to be a believer of the caster's faith, else the spell fails.