Djah Walk
(Wind Walk)

(Alteration)


L^: c7, sh7
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R#: T
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D^: 6t*
C^: v.s.m
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CT: 1r
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S^: None
A^: S
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-
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UW : No

Effect: This spell enables the cleric,
and possibly one or two other persons,
to alter the substance of his or her body to cloud-like vapors.

A magickal wind then wafts the cleric along at o speed of up to 60" per turn, or as slow as 6" per turn, as the spell caster wills.
The wind walk spell lasts as long as the cleric desires, up to a maximum duration of 6 turns (one hour) per level of experience of the caster. For every 8 levels of experience the cleric has attained, up to 24, he or she is able to touch another and carry that person, or those two persons, along with the wind walk. Persons wind walking are not invisible but appear misty and are
transparent. If fully clothed in white they are 80% likely to be mistaken for
clouds, fog, vapors, etc.

MC: Fire and holy/unholy water.

Sh: This spell enables the shukenja to transform his body to a cloud-like mist,
moving from 6" to 60" per round, for as long as the shukenja desires,
up to the duration of the spell. The shukenja may in addition take two persons
with him on the wind walk and, while visible, the individuals are 80%
likely to be mistaken for clouds or fog if they are dressed in white.
 

Q: If a character casts find the path
and wind walk, would he he able to
find a portable hole?
A: No. A find the path spell can find a way
into or out of a location; it can?t be used to
locate objects. The purpose of the spell is
to help the caster when he is lost or to
determine what actions to take so that he
can get from place to place ? it is not a
treasure-finder. Wind walk can be used in
conjunction with find the path, but it
won?t help the caster find an object.
(145.10)