Earth · defensive / movement

Sure Footing

Sure Footing supports a willing creature against ordinary pushes and knockdowns. It is useful to a hero who needs to hold position through a brief dangerous stretch. It does not mean immobility under every circumstance: the character can still move on their own, and the spell adds no direct bonus to physical or magical defense.

Before casting, determine whether being moved or knocked down is actually the threat. A powerful narrative effect may still require a Strength check. Two rounds and one use per combat limit the protection to a specific moment. The party can use the benefit to hold its position but still needs to deal with damage and the opponent's other abilities.

Exact effect: Ordinary pushes cannot knock the target down or move it. It can still move on its own, and a powerful narrative effect may require a STR check. Bonus: does not increase PDEF or MDEF. Target: 1 willing creature within reach. Duration: 2 rounds. Restrictions: once per combat. Using it requires at least Intelligence 6, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Sure Footing
Spell illustration • EarthSure Footing
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Earth
Type
defensive / movement
Min. Intelligence
6
Min. Level
—
Bonus
does not increase PDEF or MDEF
Target
1 willing creature within reach
Duration
2 rounds
Restrictions
once per combat
Exact effect
Ordinary pushes cannot knock the target down or move it. It can still move on its own, and a powerful narrative effect may require a STR check.
Meeting requirements is not enough

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.