Elementalist Spell Specification
Class:
Air
5. Wind Walk
BTS: 35% (At)
ULT: 125 hours
Materials: water
Actions: Sprinkle the water in the air, then all
Wind Walkers hold hands, and raise and lower their hands.
Effect of Throw:
8 to 17 Insanity
18 to 20 Wind Walkers are blown upwards into the air by a gust of 20/10/5
mph
21 to 24 No Effect
³ 25 Max. Speed = (T-20) mph
A stated Max. Speed may be set as a Variable Parameter for no minus.
Duration: (t+1) hrs -t
Number of Wind Walkers: p -2(p-1) (must
include Caster)
Notes:
- The Wind Walkers fly in an upright posture, as if walking on the air.
There is no need to move the legs.
- The Spell Effect creates a wind of Max. Speed, which blows the Wind Walkers along.
It is therefore wise to secure any loose possessions. Wind Walk
may not be used underwater.
- The Caster controls speed up to Max. Speed and direction using light
concentration. Speed after Casting is Max. Speed, in the direction
Caster was facing. To change flying speed or direction requires at least one second's light concentration. If
the Caster ceases to concentrate on flying he will maintain the existing speed
and direction.
- 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.
- Any Wind Walker may voluntarily drop out of the Wind Walk at any time,
and will then have up to 5 sec to land (otherwise he will go into free fall).
- The Effect continues so long as the Caster keeps Wind Walking,
subject to Duration (including any Extensions).
- Wind Walk is cumulative with the natural wind and any
Control Winds Effects as stated in the
General Notes for Air Spells.