Walking on Air

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Ability Type: Spell, Difficulty 14
Provided By: Common Aerokinetics

Spell Type: Elemental, Air
Form: Contained
Function: Movement, Utility, Defence
Power Cost: 1 to 4
Duration: Maintainable
Notes: Reflex


Known for its ability to make studious mages behave like whooping teenagers, Walking on Air causes its caster to hover an inch above the ground and allows him to skate along at great speed, crossing water and other unstable or liquid surfaces without falling in - so long as he remains on his feet.

Usefully the spell provides an air-cushion effect that negates falling damage entirely, slowing any decent to a comfortable speed automatically, and grants minor armour against Blunt or Very Blunt damage (which is frankly essential in avoiding elderly Aerokinetics masters regularly breaking their hips). Walking on Air's protection from falling damage is especially useful since the spell can be cast reflexively, which provides an excellent excuse for serious wizards to learn this otherwise rather frivolous form of magic.

Unfortunately the spell does not make for the most stable platform possible when attempting to stay upright, and resisting Knockdown or Knockback effects or making skill other checks to remain standing are 50% harder than normal while using Walking on Air (round up). In addition any defences the caster attempts against Sweeps and Trips suffer from a -3 AM.

Water Walking Effect: Can skate over liquids and other unstable surfaces, so long as you remain upright
Bonus Armour vs Blunt or Very Blunt Damage: +1 x Power
Skating Movement: 6 x Power
Athletic Dodge Bonus: +1
Defence vs Sweep/Trip: -3 AM
Difficulty to remain standing versus Knockback/Knockdown effects: +50%