Air Walk (TOToM Spell)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: MisterSinister (talk)
Date Created: 28th October 2010
Status: Finished
Editing: Clarity edits only please
Scale.png Unquantifiable
ArticleUndiscussed.png
Rate this article
Discuss this article


Air Walk Cleric Evocation 4
Standard action Air, Complex, Investment, Transferable ? V, S
Sphere: Air
Range: Personal
Target: You
Duration: Slot
Saving Throw: None
{{{description}}}

Used often by clerics as a means of rapid travel, this spell allows those it affects to walk on air as if it were solid ground.

The target can walk on air as if it were solid ground. Moving upward is like walking up a hill, and the maximum upward or downward angle is 45 degrees, at one-half normal speed.

A strong wind (21+ mph) can push the target along or hold it back when they're airborne. At the end of the target's turn, the wind blows them 5ft for each 5 miles per hour of wind speed. In very strong winds, additional penalties are also possible.

If the spell ends while the target is still afloat, they fall slowly up to 180ft, after which falling damage is incurred as normal. If the spell is negated or suppressed rather than ended, this does not apply.

Enhanced: The target can ascend and descend at full speed. Additionally, their speed while in the air increases by 10ft.

Diminished: The target moves through the air at half normal speed.

Immune: No effect.



MisterSinister's Homebrew (322 Articles)
MisterSinisterv
Article BalanceUnquantifiable +
AuthorMisterSinister +
ClassCleric +
ComponentV + and S +
DescriptorAir +, Complex +, Investment + and Transferable +
IdentifierTOToM Spell +
Level4 +
RangePersonal +
RatingUndiscussed +
SchoolEvocation +
SphereAir +
SummaryLets you walk on air like on the ground. +
TitleAir Walk +