Cleric - SpellDetail
Water Walk
(Alteration)
Level:
3
Components:
V, S, M
Range:
Touch
Casting Time:
7 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 em- power himself or herself or another creature of man-size and comparable mass to tread upon water as if it were firm, grassy ground (cf. ring of water walking). For every level of the caster above the minimum required to cre- ate the dweomer (5th level), he or she can affect an additional man-sized creature. This growing power enables multiple individuals, or one or more of greater size and mass, to be affected by the water walk spell. For in- stance, an 11th-level caster could additionally affect a horse, so that he or she could move atop the waves while mounted. (Consider a horse to be equivalent to 6 humans for purposes of this spell.) The material compo- nents for this spell are a piece of cork and the cleric’s holy/unholy symbol.