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Occult Rituals


Water Walk

Source PRPG Core Rulebook pg. 368
School transmutation [water]; Level cleric 3, hunter 3, medium 2, oracle 3, psychic 3, ranger 3, shaman 3, warpriest 3, witch 3

Casting

Casting Time 1 standard action
Components V, S, DF

Effect

Range touch
Targets one touched creature/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Description

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

Water Walk, Communal

Source Ultimate Combat pg. 249
School transmutation [water]; Level cleric 2, hunter 2, oracle 2, psychic 4, ranger 2, warpriest 2

Casting

Casting Time 1 standard action
Components V, S, DF

Effect

Range touch
Targets creatures touched
Duration 10 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Description

This spell functions like water walk, except you divide the duration in 10-minute intervals among the creatures touched.