Difference between revisions of "Air Walk (spell)"
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+ | [[File:Air Walk (spell).jpg|right|490px|thumb]] | ||
+ | '''Air walk''' enables the recipient to move horizontally across a plane of air as though walking on solid ground. | ||
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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 | ||
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}} | }} | ||
− | + | ___ Edit Line ___ | |
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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. | 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. | ||
Revision as of 00:44, 6 December 2021
Air walk enables the recipient to move horizontally across a plane of air as though walking on solid ground.
Range | touch |
Duration | 10 rounds +10 rounds per level |
Area of Effect | 1 creature |
Casting Time | 3 rounds |
Saving Throw | none |
Level | cleric (5th) |
___ Edit Line ___ 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.
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.
The spell cannot affect any creature not of the cleric’s religion.