Sunday, January 2, 2011

Campaign Design - Spells: Power Walk

Power Walk (adapted from Shamans: Call of the Wild)

Level: Cleric/Favored Soul 7, Druid/Spirit Shaman 6, Ranger Domain 7, Spirit 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Up to one touched creature per caster level
Duration: 10 hour per caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

You and any creatures you touch are transported along a coiling path of spiritstuff to the edge of the Material Plane where it borders the Spirit Realm. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of spirits, you move at a rate of 50 miles per hour, moving normally on the borders of the Spirit Realm but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Spirit Realm, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Spirit Realm and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 × 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 × 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Power walk can also be used to travel to other planes that border on the Spirit Realm, but this usage requires the transit of the Spirit Realm to arrive at a border with another plane of reality. The transit of the Spirit Realm requires 1d4 hours.

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