Walk on Air (Transformation - 10)
Touch, Temporal, Passive
This spell enables the wizard to grant the target of the spell the ability to walk on air. The target may walk at the speed of 3 meters per SR, he may walk upward or downward at a maximum angle of 45 degrees, the speed is the same regardless of which direction the target moves in. Walking on air using this spell is quite tiring, to the target it’s like walking on a wet beach, the target accumulates Fatigue Points as if he were fighting, and if he does fight then he accumulates Fatigue Points at double the normal rate.
The base spell allows a target of SIZ 1 to walk on air, for each point of amplify this is increased by one. The walking speed cannot be increased.
When the spell expires, either because it reaches the end of its duration or because it’s dispelled, the target cease to fly, and as a result of which he falls down. This may be quite unhealthy. Apply normal falling damage.
As with all spells who grants the power of aerial travel, someone under the effect of Air Walk is affected by strong winds. At winds over 10 m/s the target of an Air Walk spell will be swept along or prevented from moving. For every 1 m/s reduce or increase the targets total movement that round by 1 m. For example, at 20 m/s the target can only move 10 meters ((3 x 10) - 20).
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