Show List
|
Area of Effect |
Duration |
Range |
||
| 1 | Leaping I | caster | 1 rnd | Self |
| 2 | Landing | caster | varies | Self |
| 3 | Traction | caster | 10 min/lvl | Self |
| 4 | Edgerunning | caster | 1 min/lvl | Self |
| 5 | Leaping III | caster | 1 rnd | Self |
| 6 | Cornering | caster | - | Self |
| 7 | Levitation | caster | 1 min/lvl | Self |
| 8 | Landing True | caster | varies | Self |
| 9 | Wall Walking | caster | 1 min/lvl (C) | Self |
| 10 | Great Leap | caster | 1 rnd- | Self |
Monk's Bridge
Monk Base List
Show Details
- 01 - Leaping I
Allows the caster to leap 50' laterally or 20' vertically in the round that the spell is cast.
- 02 - Landing
Allows the caster to land safely in a fall up to 20' per level, and to take that distance off the severity of any longer fall.
- 03 - Traction
Caster can run on even, unstable surfaces (sand, ice, etc.) as he would on a hard stable surface.
- 04 - Edgerunning
Caster can run on even, narrow (at least 2" wide) surfaces as if he were on normal ground.
- 05 - Leaping III
As Leaping I, except the caster can execute three "leaps" in succession. Each leap must be within 90 degrees of the last leap's direction.
- 06 - Cornering I
Allows the caster to execute a turn up to 180 degrees with no deceleration or unbalance (this spell can be used with any of the Running spells).
- 07 - Levitation
Allows caster to move up or down vertically at a rate of 10' per round. Horizontal movement is only possible by normal means.
- 08 - Landing True
As Landing, except caster can land safely from any fall 99% of the time.
- 09 - Wall Walking
Caster can walk on solid surfaces up to 90 degrees as if he were on normal ground.
- 10 - Great Leap
As Leaping I, except limit is 10' per level laterally and 5' per level vertically.
Show List
|
Area of Effect |
Duration |
Range |
||
| 11 | Cornering III | caster | 1 rnd | Self |
| 12 | Wall Flip | caster | - | Self |
| 13 | Wallrunning | caster | 1 min/lvl (C) | Self |
| 14 | Leaving I | caster | - | Self |
| 15 | Breezerunning | caster | 1 min/lvl (C) | Self |
| 16 | Fluidrunning | caster | 1 min/lvl | Self |
| 17 | - | - | - | - |
| 18 | Leaving III | caster | - | Self |
| 19 | Breezerunning True | caster | 1 min/lvl (C) | Self |
| 20 | Ceilingwalking | caster | C | Self |
Monk's Bridge
Monk Base List
Show Details
- 11 - Cornering III
As Cornering I, except caster may execute three such turns in one round.
- 12 - Wall Flip
If the caster has a wall within 10', he can leap up to the wall, bounce off and land up to 25' from the wall (facing any direction - no orientation roll required).
- 13 - Wallrunning
As Wallwalking, except caster may run.
- 14 - Leaving I
Caster teleports to a point up to 100' away. There can be no intervening “barriers” in a direct line between the caster and the point. A “barrier” is defined as anything the caster could not physically go through (e.g., a closed door is a barrier, a pit is not).
- 15 - Breezerunning
Caster can run on air if there is a wind blowing. However, he cannot run into the wind, and when running in any other direction, the wind's speed will modify his movement rate (i.e., like the effect of wind on a sail boat).
- 16 - Fluidrunning
Caster may run on any fluid surface as if on level ground.
- 17 -
...
- 18 - Leaving III
As Leaving I, except range is 300'.
- 19 - Breezerunning True
As Breezerunning, except may run against the wind, and his movement rate is unaffected by the wind speed.
- 20 - Ceilingwalking
Caster can walk on any solid surfaces as if he were on normal ground (includes ceilings).
Show List
|
Area of Effect |
Duration |
Range |
||
| 25 | Ceilingrunning | caster | C | Self |
| 30 | Run True | caster | 1 rnd/lvl | Self |
| 50 | Monk's Bridge | caster | 1 rnd/lvl | Self |
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Monk's Bridge
Monk Base List
Show Details
- 25 - Ceilingrunning
As Ceilingwalking, except caster may run.
- 30 - Run True
Caster can use any one of the lower level “running” spells (on this list) each round.
- 50 - Monk's Bridge
Caster can use any one of the lower level spells (on this list) each round.
