Djah Walk
(Wind Walk)
(Alteration)
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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)