Water Walk
(Alteration)
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Effect: By means of this spell,
the caster is able to empower himself
or herself or another creature of man-size <(S or M)> and comparable
mass to tread upon water as if it were firm,
grassy ground (cf. ring of water walking).
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For every level of the caster above the
minimum required to create the dweomer (5th level),
he or she can affect an additional man-sized
creature.
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Level / # of Targets (S or M)
L5 | L6 | L7 | L8 | L9 | L10 | L10 | L11 | L12 | L13 |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
This growing power enables multiple individuals,
or one or more of greater size and mass,
to be affected by the water walk spell.
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For instance,
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 <(targets)> for the purposes of this spell.)
MC: A piece of cork and the cleric's holy/unholy symbol.
UW: The casting of this spell causes
the recipient to immediately bob to the surface.
WSG: For the purpose of determining
how many individuals
can be affected by this spell, treat a
character who is heavily
or severely encumbered as equivalent to
two man-sized creatures
instead of just one. Of course, any creature
empowered to
walk on water does so at his normal land-based
movement rate,
taking into account encumbrance, the condition
of the water, and
any other pertinent factors. Calm water
is equivalent to normal
terrain, actively flowing water might
be considered rugged terrain,
and white-water rapids would be very rugged
terrain. The
current of the water also has an effect
on water walking; in order
to be able to move against the current,
the water walker must be
able to maintain a movement rate faster
than the current.
- by Lenard Lakofka, from Beefing Up The
Cleric (Dragon #58)