Difference between revisions of "Air Walk (spell)"

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| casting time = 3 rounds
 
| casting time = 3 rounds
 
| save = none
 
| save = none
| level = [[Cleric 4th Level Spells|cleric (4th)]]
+
| level = [[Cleric 5th Level Spells|cleric (5th)]]
 
}}
 
}}
  

Revision as of 20:05, 19 February 2020

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)

Permits walking upon air as though it were solid 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.

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.