Water Walk
(Alteration)


L^: c3
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R#: T
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D^: 1t + 1t*
C^: v.s.m
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CT: 7s
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S^: None
A^: Special
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!@@
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MP: 28

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). <link>
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.
<space>

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
etc. (follow progression past L13)
<table added>

This growing power enables multiple individuals,
or one or more of greater size and mass,
to be affected by the water walk spell.
<space>

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)