Upheaval

Air Walk

4th level Transmutation

Classes: Alchemist, Oracle

Domains: Air, Generic, Planes, Travel

Components: V, S

Casting Time: Standard

Range: Touch

Target: Creature (Gargantuan or smaller) touched

Duration: 10 min.

Spell Resistance: Yes

Description: The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.

A moderate wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally moderate or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of falling damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends 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 specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Animal skill) with one week of work and a DC 25 Animal check.

Leveling: Level 5: This spell functions like air walk, except divide the duration in 10-minute intervals among the creatures touched.