Water Walk
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Revision as of 16:52, 13 June 2011 by Doublecompile (talk | contribs)
This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please! |
Rarity | 1 |
---|---|
AP | 4 |
Target | Creatures |
Distance | N/A |
Lasts | One minute per school rank |
The water mage has become so adept with liquid magics that he or she can cast a simple spell which allows for the walking on water as if it were solid ground. The amount of weight the water is able to support as well as the water conditions under which normal movement is possible are determined by the spell level.
Intensity Effects
- One creature and its clothes. Calm water.
- Creature and any armor or weapons. No additional equipment. Light surf.
- Creature and any equipment it is carrying. Heavy surf.
- Two creatures, any weight up to maximum encumbrance. Storm surf.
- Three creatures, any weight up to maximum encumbrance. Typhoon surf. (You can carry all your stuff, your fiancée, her Shetland pony and all her designer luggage! Muscle check not included.)