Difference between revisions of "Water Walk (spell)"

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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
 
| name = Water Walk
 
| name = Water Walk
 
| range = touch
 
| range = touch
| duration = 10 rounds +10 rounds per level
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| duration = 10 [[Combat Round|rounds]] +10 rounds<br>per [[Experience Level|level]]
| area of effect = 1 creature +1 creature per 2 levels
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| 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]].
  
Allows walking on water as though it were firm, grassy and level ground, similar to a ring of water walking. As faith in the cleric’s ability is required, the spell is only effective upon a believer of the cleric’s faith.
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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.
  
The spell is effective even during storms, where the water surface is turbulent — however, movement in winds greater than a strong breeze is 50%.
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== Freezing Water ==
<br>
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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.
[[Category:Needs Rewrite]]
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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