Clerical Spell Specification

[15] Wind Walk / Ghost Walk / Riders on the Storm / Sun Walk

BTS = 39% (At)

ULT = 7 hrs (Riders on the Storm / Ghost Walk 7.5 hrs)

Materials: holy water

Actions: Sprinkle the holy water in the air, then all Wind Walkers hold hands, and raise and lower their hands in prayer.

Speed: T/2 mph (may state a maximum as a variable parameter) / Ghost Walk at up to T/4 mph

Duration: (t+1) hrs -5t%

Number of Wind Walkers: p -10(p-1)% (must include all Casters)

Lightning Resistance (Riders on the Storm only): -L -5L% (-6 is advisable for full protection)

Notes:

  1. The Wind Walkers fly in an upright posture, as if walking on the air. There is no need to move the legs.
  2. The Spell Effect creates a wind, which blows the Wind Walkers along. It is therefore wise to secure any loose possessions.  Wind Walk may not be used underwater.
  3. Ghost Walk (SOROK) renders the Ghost Walkers incorporeal, allowing them to pass through walls etc. and giving them Invulnerability 1 (invulnerable to non-magical attacks, vulnerable to silver & magical attacks, other beings with Invulnerability 1 are vulnerable to them: for further details see the Notes to the Elementalist Invulnerability Spell.)  It produces a chill wind, as if from the grave.  Ghost Walk may be used underwater.
  4. Riders on the Storm (TERRIK) blows the Riders along on a small thunderstorm (hence the Lightning Resistance variable parameter!).  Riders on the Storm may not be used underwater.
  5. Sun Walk (CAERULAS) only works during daylight, and transports the Sun Walkers on a ray of sunlight.  Speed reduces to T/4 during twilight.  It cannot be used underground, but may be used underwater where the Sun's rays penetrate.
  6. The Wind Walkers must all remain in physical contact to keep Wind Walking, though they may briefly let go for up to 5 sec at a time (d6 sec for Riders on the Storm).
  7. Any Wind Walker may voluntarily drop out of the Wind Walk at any time, and will then have up to 5 sec (2d4 sec for Riders on the Storm) to land (otherwise he will go into free fall).
  8. The Effect continues so long as the Caster keeps Wind Walking, subject to Duration (including any Extensions).
  9. If cast as a Joint Request, the Effect continues so long as at least one of the Casters keeps Wind Walking, but they may not split into separate Wind Walking parties. If they split and all but one party do not voluntarily drop out, the Wind Walk goes down for all. Only those Casters who are still Wind Walking may cast Extension Spells (see also para 9.6 of the Clerical System).