Water Walk

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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Transmutation [Water]
Level Cleric 3, Ranger 3
Components V, S, DF
Casting Time 1 standard action
Range Touch
Targets One touched creature/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless)
Spell Resistance Yes (harmless)

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

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The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.