Cleric - SpellDetail
Flame Walk
(Alteration)
Level:
3
Components:
V, S, M
Range:
Touch
Casting Time:
5 segments
Duration:
1 turn + 1/level
Saving Throw:
None
Area of Effect:
Special
Explanation/Description:
By means of this spell the caster is able to empower himself or herself, or another creature of man-size and com- parable mass, to withstand non-magical fires up to temperatures of 2,000° F. It also confers a +2 bonus to saving throws against magical fires. For every level of experience above the minimum required to create the dweomer (5th), the caster can affect an additional man-sized crea- ture. This growing power enables multiple individuals, or one or more of greater than man-size and mass, to be affected by the flame walk spell. For instance, an 11th-level caster could empower both himself or herself and a steed such as a horse to move in molten lava. (Consider a horse to be equivalent to 6 humans for purposes of this spell; conversely, halfling- sized creatures count as ¥2 human apiece, and pixie-sized creatures are considered equivalent to % human each.) The material components of the spell are at least 500 gp of powdered ruby and the cleric’s holy/un- holy symbol.