Air Step
Transmutation [air]
Level: Alchemist* 2, Artificer * 2, Bard * 2, Cleric */Oracle * 2, Druid * 2, Hunter * 2, Ranger * 2, Sorcerer */Wizard * 2, Warlock * 2
Components: V, S, M (a goose feather)
Casting Time: 1 Standard Action
Range: personal
Target: you
Duration: 1 minute/level
Saving Throw: -
Spell Resistance: -
You can tread on air as if walking on solid ground. you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less stable than solid ground. Because of the instability of the air you walk on, your speed is reduced by 10 feet (to a minimum of 5 feet) and you take a -4 penalty on Acrobatics and Climb checks.
When walking on air, you ignore Difficult Terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a -10 penalty on its Perception or Survival check to do so.
If you have 1 rank in Fly, your speed is not reduced when using this spell, and you can cross over liquid at half speed.
If you have 5 ranks in Fly, you can cross liquid at full speed and do not take the penalties to your skill checks.
A strong wind (21+ miles per hour) can push the you along or hold you back. At the end of your turn each round, such winds blow you 5 feet for each 5 miles per hour of wind speed. You may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about (see Weather).
Level: Alchemist* 2, Artificer * 2, Bard * 2, Cleric */Oracle * 2, Druid * 2, Hunter * 2, Ranger * 2, Sorcerer */Wizard * 2, Warlock * 2
Components: V, S, M (a goose feather)
Casting Time: 1 Standard Action
Range: personal
Target: you
Duration: 1 minute/level
Saving Throw: -
Spell Resistance: -
You can tread on air as if walking on solid ground. you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less stable than solid ground. Because of the instability of the air you walk on, your speed is reduced by 10 feet (to a minimum of 5 feet) and you take a -4 penalty on Acrobatics and Climb checks.
When walking on air, you ignore Difficult Terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a -10 penalty on its Perception or Survival check to do so.
If you have 1 rank in Fly, your speed is not reduced when using this spell, and you can cross over liquid at half speed.
If you have 5 ranks in Fly, you can cross liquid at full speed and do not take the penalties to your skill checks.
A strong wind (21+ miles per hour) can push the you along or hold you back. At the end of your turn each round, such winds blow you 5 feet for each 5 miles per hour of wind speed. You may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about (see Weather).