Water · movement
Walk on Water
Walk on Water allows a willing creature to move across a calm surface of water as if it were solid ground. It is a spell for crossing terrain that can open a route to a small island, a shore, or another destination beyond the water. The caster does not remove every nearby obstacle or give the entire party the same benefit with a single use.
Before stepping onto the surface, consider the route and the ten-minute duration. Calm water is an important condition; a strong wave may require an Agility check. The spell does not deal with attacks, dangers beneath the surface, or an unreachable destination beyond the horizon. The return journey can make an interesting scene when the spell's duration must be coordinated with the expedition's plan.
Exact effect: The target can move across calm water as if it were solid ground. A strong wave may require an AGI check. Target: 1 willing creature within reach. Duration: 10 minutes. Restrictions: once per scene per target. Using it requires at least Intelligence 7, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.
- Requirements:Min. INT 7 · Min. Level —
- Rules:Exact spell parameters

Spell parameters
Target, duration, restrictions, and exact effect.
- School
- Water
- Type
- movement
- Min. Intelligence
- 7
- Min. Level
- —
- Bonus
- —
- Target
- 1 willing creature within reach
- Duration
- 10 minutes
- Restrictions
- once per scene per target
- Exact effect
- The target can move across calm water as if it were solid ground. A strong wave may require an AGI check.
Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.