Difference between revisions of "Water Walk (spell)"

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[[File:Water Walk.jpg|530px|thumb]]
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'''Water walk''' 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, though the water's surface can be treated as smooth, the existing wind affects the recipient as it would if he or she were walking anywhere else.   
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'''Water walk''' is a spell that enables the caster to [[Movement (stride)|tread]] upon any natural body of water as if it were solid land. Despite the undulating movements of the sea or river, the spell's beneficiary remains unaffected, effortlessly moving in any desired direction over the water.   
  
 
{{Spelltable
 
{{Spelltable
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| area of effect = 1 creature +1 creature<br>per 2 levels
 
| area of effect = 1 creature +1 creature<br>per 2 levels
 
| casting time = 2 rounds
 
| casting time = 2 rounds
| save = none; see below
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| save = none; see text
 
| level = [[Cleric 3rd Level Spells|cleric (3rd)]]
 
| level = [[Cleric 3rd Level Spells|cleric (3rd)]]
 
}}
 
}}
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__TOC__
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If, having crossed a desired distance, the recipient desires to submerge themselves, they may do so freely.  The individual selects a spot in the water, then jumps or dives into it.  This [[Spellcasting|breaks the spell]].
  
Thus, a [[Storms|storm or gale]] would make forward travel against the wind difficult, so that the footing of the recipient might be lost.  If this should happen, however, a dunking into the water won't happen unless the recipient wishes; therefore, he or she would find themselves laying or resting on the surface after falling, just as they would on firm ground.
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== Tempests ==
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When walking atop a tumultuous surface, as occurs when the [[Wind Speed|wind is force-4]] or greater, characters are liable to stumble, with a 20% reduction to their overall forward momentum for every point of wind force above 3.  It is the case that while walking on the surface of a [[Storms|tempestuous sea]], characters are sure to be swept off their intended path, or momentarily submerged as a great wave washes over them — despite the spell's protection that ensures the character won't sink.  Characters aren't forbidden from crawling over the sea's surface if necessary.
  
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.
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== Freezing Water ==
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Walking on water with partial ice and freezing temperatures poses significant challenges for those walking on water. The surface, often slick with thinly-spread ice, can be perilously slippery, causing missteps.  The biting cold is not just an environmental nuisance but a genuine hazard. Prolonged exposure can lead to ailments such as frostbite or hypothermia, necessitating protective clothing or magical enchantments for those braving these conditions.
  
The spell requires that the recipient be a believer of the caster's faith, else the spell fails.
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The terrain itself may be unpredictably varied, combining solid ice, unstable slush and cold liquid water.  Even though ice may not crack beneath the recipient's feet, the cold often ushers in dense mists or fog, obscuring vision and making navigation a challenging endeavour.
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See also,<br>
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[[Water Elemental]]<br>
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[[Water Spouts]]<br>
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[[Whirlpools]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 02:34, 18 October 2023

Water Walk (spell) b.jpg

Water walk is a spell that enables the caster to tread upon any natural body of water as if it were solid land. Despite the undulating movements of the sea or river, the spell's beneficiary remains unaffected, effortlessly moving in any desired direction over the water.

Water Walk
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)

If, having crossed a desired distance, the recipient desires to submerge themselves, they may do so freely. The individual selects a spot in the water, then jumps or dives into it. This breaks the spell.

Tempests

When walking atop a tumultuous surface, as occurs when the wind is force-4 or greater, characters are liable to stumble, with a 20% reduction to their overall forward momentum for every point of wind force above 3. It is the case that while walking on the surface of a tempestuous sea, characters are sure to be swept off their intended path, or momentarily submerged as a great wave washes over them — despite the spell's protection that ensures the character won't sink. Characters aren't forbidden from crawling over the sea's surface if necessary.

Freezing Water

Walking on water with partial ice and freezing temperatures poses significant challenges for those walking on water. The surface, often slick with thinly-spread ice, can be perilously slippery, causing missteps. The biting cold is not just an environmental nuisance but a genuine hazard. Prolonged exposure can lead to ailments such as frostbite or hypothermia, necessitating protective clothing or magical enchantments for those braving these conditions.

The terrain itself may be unpredictably varied, combining solid ice, unstable slush and cold liquid water. Even though ice may not crack beneath the recipient's feet, the cold often ushers in dense mists or fog, obscuring vision and making navigation a challenging endeavour.


See also,
Water Elemental
Water Spouts
Whirlpools