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AD&D Players Handbook/Database/Spells/Cleric/Wind Walk

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  1. Wind Walk


Class Cleric
Spell level 7
School Alteration
Reversible No
Range Touch
Duration 6 turns/level
Area of Effect Special
Components V, S, M
Casting Time 1 round
Saving Throw None Level: 7


    1. Description

This spell enables the cleric, and possibly one or two other persons, to alter the substance of his or her body to cloud-like vapors. A magical wind then wafts the cleric along at o speed of up to 60" per turn, or as slow as 6" per turn, as the spell caster wills. The wind walk spell lasts as long as the cleric desires, up to a maximum duration of 6 turns (one hour) per level of experience of the caster. For every 8 levels of experience the cleric has attained, up to 24, he or she is able to touch another and carry that person, or those two persons, along with the wind walk. Persons wind 'walking are not invisible but appear misty and are transparent. If fully clothed in white they are 80% likely to be mistaken for clouds, fog, vapors, etc. The material components of this spell are fire and holy/unholy water.

    1. Source

Supplied Players Handbook PDF, PDF page 55. Original printed page is approximately 53 for this portion of the scan. Source column: L.

OCR source record

Components: V, S, M Casting Time: 1 round Saving Throw: None Level: 7 Range: Touch Duration: 6 turns/level Area of Effect: Special Explanation/Description: This spell enables the cleric, and possibly one or two other persons, to alter the substance of his or her body to cloud-like vapors. A magical wind then wafts the cleric along at o speed of up to 60" per turn, or as slow as 6" per turn, as the spell caster wills. The wind walk spell lasts as long as the cleric desires, up to a maximum duration of 6 turns (one hour) per level of experience of the caster. For every 8 levels of experience the cleric has attained, up to 24, he or she is able to touch another and carry that person, or those two persons, along with the wind walk. Persons wind 'walking are not invisible but appear misty and are transparent. If fully clothed in white they are 80% likely to be mistaken for clouds, fog, vapors, etc. The material components of this spell are fire and holy/unholy water.