Air Walk

Transmutation [Air]
Level: Air 4, Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)

The subject can tread on air as if walking on solid ground. Moving upward is similar
to walking up a hill. The maximum upward or downward angle possible is 45
degrees, at a rate equal to one-half the air walker’s normal speed.

A strong wind (21+ mph) can push the subject along or hold it back. At the end of
its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of
wind speed. The creature can, at the DM’s option, 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.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The
subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that
amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of
damage per 10 feet of fall. Since dispelling a spell effecttively ends it, the subject also
descends in this way if the air walk spell is dispelled, but not if it is negated by an anti-magic field.

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train
a mount to move with the aid of air walk (counts as a trick) with one week of work and a DC 25
Handle Animal check.