Air Walk

4th-level transmutation

Casting Time: 1 action or reaction

Range: Touch

Components: V, S

Duration: 10 minutes

You can tread on air as if walking on solid ground.

Moving upward is similar to walking up hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker’s normal speed.

As the caster is walking on the air, it can be affected by the wind if it is strong. If the wind is particularly strong the caster may be carried along with it even if unwilling, although they can make a Strength (Athletics) each round to negate the winds effect. Additionally, if they are driven into a solid object by the wind they may suffer damage, a strong wind may deal 2d6 damage, while a howling gale could deal anything up to 8d6 damage, with a Dexterity Save vs DC 15 halving the damage.

Should the spell duration expire while you are still aloft, the magic fades out slowly, you float downward 60 feet per round for 1 minute. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking falling damage as normal. Since dispelling a spell effectively ends it, you also descend in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.

You can cast air walk on a mount so it can be ridden through the air, however you must make a DC 20 Animal Handling check to do so. You can negate the need for this check if you take the time to train the animal you intend to cast air walk on, this training takes 1 week and a DC 25 Animal Handling check. This spell can be cast as a reaction to falling.

Section 15: Copyright Notice

Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.

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