Stone Wyvern

Cleric - SpellDetail

Air Walk
(Alteration)
Level:
5
Components:
V, S, M
Range:
Touch
Casting Time:
1 segment
Duration:
6 turns + 1/level
Saving Throw:
None
Area of Effect:
One creature
Explanation/Description:
This spell enables the cleric to tread upon air just as if it were solid ground. Moving upward is similar to walking up a hill, and the more steep the ascent, the slower the rate of movement: Ascending at a 45° angle is done at one-half normal movement, a 60° angle reduces move- ment to one-fourth of normal, and traveling straight upward can be done at one-eighth the normal rate. Similarly, rapid descent is possible, almost as if the cleric were running downhill; invert the above proportions, so that trav- eling straight downward can be done at eight times the normal movement rate (or, of course, at any slower rate the traveller desires). An air walking creature is always in control of his or her movement rate; someone traveling straight down at a rapid rate can “stop on a copper piece” to avoid crashing into the ground or some other solid object. Someone attempting to air walk while a gust of wind spell is in effect in the same area will move at one-half the usual rate if going into the gust, or twice the usual rate if traveling in the same direction. The spell can be placed upon any creature touched, up to and including one of giant size. For example, the caster could place the spell upon a trained horse and ride it through the air. Of course, an animal not accustomed to such movement would panic, so the steed would cer- tainly need careful and lengthy training. The material components for the spell are the cleric’s holy/unholy symbol and a bit of thistledown.