Water Walk
- Level: 3
- School: Transmutation
- Class: Cleric, Druid, Ranger, Sorcerer
- Casting Time: Action or Ritual
- Range: 30 feet
- Components: V, S, M (a piece of cork)
- Duration: 1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Tactical Usage
Surface Mobility Enhancement. Water Walk enables movement across any liquid surface, providing tactical positioning advantages.
Hazard Navigation Tool. The spell allows safe passage over dangerous liquids including lava, acid, and quicksand.
Group Movement Capability. The spell affects up to ten creatures, enabling coordinated liquid surface travel.
Spell Combinations
Aquatic Exploration Package. Combining with water breathing creates comprehensive aquatic capabilities for diverse environments.
Environmental Navigation. Using alongside other movement magic enables travel through complex hazardous terrain.
Rescue Operation Support. Pairing with healing and protection magic enables safe water rescue missions.
Material Component Details
Cork Symbolism. The piece of cork represents buoyancy and floating principles applied to liquid surface travel.
Natural Flotation Focus. The cork serves as material connection to natural buoyancy and surface tension magic.
Accessible Component. Common cork makes the spell consistently available without expensive requirements.
Creator Notes
Versatile Liquid Navigation. Water Walk provides excellent utility for crossing various liquid hazards beyond simple water.
Submersion Rescue Mechanic. The automatic surface rising helps with underwater rescue scenarios.
Group Utility Design. The ten-creature limit enables comprehensive party and expedition support.
Environmental Interactions
Universal Liquid Function. The spell works on any liquid surface regardless of temperature or chemical composition.
Heat Damage Consideration. Walking on lava still causes heat damage despite surface stability.
Surface Rising Effect. Submerged creatures automatically rise at 60 feet per round to reach the surface.
Common Rulings & Clarifications
Liquid Surface Definition. The spell affects any liquid including water, acid, mud, snow, quicksand, and lava.
Heat Damage Persistence. Environmental heat from lava continues to cause damage despite safe footing.
Automatic Surface Movement. Submerged targets rise without requiring actions or movement speed.
Duration Management. The one-hour effect provides substantial crossing time for most liquid obstacles.
Alternative Applications
Emergency Bridge Creation. Providing instant crossing capability over rivers, lakes, or other water obstacles.
Industrial Applications. Enabling workers to access dangerous chemical vats or industrial liquid processes.
Entertainment and Performance. Creating dramatic effects for theatrical performances or religious ceremonies.
Related Spells
Movement Enhancement Magic. Various spells provide movement benefits, while Water Walk specializes in liquid surface travel.
Environmental Protection. The spell joins other utility magic enabling safe passage through dangerous terrain.
Transmutation Mobility. The spell represents practical transmutation magic focused on movement enhancement.
Scaling Analysis
Fixed 3rd-Level Utility. Water Walk cannot be upcast, representing consistent mid-level liquid navigation capabilities.
Group Scaling Advantage. The ten-creature limit provides excellent value for party and expedition mobility.
Duration Efficiency. The one-hour effect enables crossing most liquid obstacles within reasonable time frames.
Narrative Flavor
Surface Tension Mastery. The walking should emphasize supernatural surface tension rather than magical platforms.
Liquid Harmony. The effect should convey natural adaptation to liquid environments through magical enhancement.
Miraculous Walking Display. The spell should create the impression of defying natural physics through divine or arcane power.