Air Walk

3.5th Edition
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.   A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature can, at the DM's option, be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.   Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.   You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see page 74) with one week of work and a DC 25 Handle Animal check.
 
5th Edition
You touch a willing creature of Gargantuan size or smaller, granting it the ability to walk on air as though it were solid ground. The creature can move upward or downward at an angle of up to 45 degrees, but its speed is halved while moving on an incline. Horizontal movement is at its normal walking speed.   A creature affected by Air Walk is subject to strong winds. At the end of each of its turns, it is pushed 5 feet for every 5 miles per hour of wind speed in the wind’s direction. In violent winds or storms, the creature may suffer additional penalties at the DM’s discretion, such as losing control or taking bludgeoning damage from debris.   When the spell ends, if the creature is still airborne, it floats gently downward at a rate of 60 feet per round for 1d6 rounds. If it reaches the ground before this time elapses, it lands safely. Otherwise, it falls normally, taking damage as appropriate.   At Higher Levels. When you cast this spell using a higher level spell slot, increase the duration by 1 hour for each slot level above its base level.
 

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Spell Descriptors
Air
Spell Spheres
Travelers
2nd Edition
Level
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School
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Range
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AoE
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3.5th Edition
Level
Telflammar Shadowlord 2, Runescarred Berserker 3, Bard 4, Cleric 4, Druid 4, Air 4
Components
V, S, DF
Casting Time
1 Standard Action
Range
Touch
Target
Creature (Gargantuan or smaller) touched
Duration
10 Minutes/Level
Saving Throw
None
Spell Resistance
Yes (harmless)

 
4th Edition

 
5th Edition
Level
Bard 4, Cleric 4, Druid 4
Casting Time
1 Action
Range
Touch
Components
V, S
Duration
1 Hour

 
Pathfinder 2e
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Defense
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.

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