Elemental Air • Legacy Witch Spell
Air Walk (Minor)

Air Walk (Minor) creates a cushion of air beneath the traveller’s feet, allowing quiet movement over difficult or unstable surfaces. It is preserved as a legacy d20 Witch, Druid and Ranger spell.
Air Walk (Minor) at a Glance
| 5.5e / 2024 | No direct conversion published here |
|---|---|
| 5e / 2014 | No direct conversion published here |
| Pathfinder 1e | Not a Pathfinder Witch spell by default |
| D&D 3.x Legacy | Witch 2, Druid 2, Ranger 2 |
Spell Rules by Edition
Air Walk (Minor) — 5.5e / 2024
Edition status: No official 2024 rules are supplied for this legacy spell. Do not import its older mechanics as a standard Witch spell.
Air Walk (Minor) — 5e / 2014
Edition status: No official 2014 version is supplied here; a conversion would require a house ruling.
Air Walk (Minor) — Pathfinder 1e
Edition status: This legacy name is not established here as a Pathfinder Witch spell. Use only Pathfinder-specific published rules or an agreed adaptation.
Air Walk (Minor) — D&D 3.5e (legacy Witch rules)
| School | Elemental Air |
|---|---|
| Level | Witch 2, Druid 2, Ranger 2 |
| Components | V, S |
| Casting Time | 1 action |
| Range | Touch |
| Target | Creature touched |
| Duration | 5 minutes/level (D) |
| Saving Throw | None |
| Spell Resistance | Yes |
The subject hovers just above the surface while walking. It gains +10 on Move Silently checks but moves at half normal speed; moving silently therefore reduces movement further under the legacy skill rules.
The subject can cross unstable surfaces with Balance checks. Legacy examples include compact snow or ice (DC 7), sand or dense mud (DC 10), watery mud (DC 13), light new snow or lava (DC 15), and water (DC 17), with movement becoming progressively slower.
Tracks left while the spell is active appear approximately one day older than they really are. The spell requires air and does not function underwater or in an airless environment.
Edition Boundary
The Move Silently, Balance and fractional-movement mechanics belong to the older d20 rules. Later editions should use their own movement and stealth systems rather than importing these numbers unchanged.
Using Air Walk (Minor) in Play
This is a stealth-and-terrain spell rather than true flight. It is useful for crossing mud, snow, unstable ice, shallow water and other surfaces that would leave tracks or slow ordinary movement. Its strongest value comes when the party needs to move quietly across ground that would otherwise reveal or hinder them.
Counterplay and Related Magic
The spell requires air and fails underwater or in an airless environment. It also slows the subject under the legacy movement rules, so it is not a general speed boost. Compare Levitate for vertical movement and Air Bubble for short-duration breathing protection.
Rules Sources and Licensing
Legacy source: Liber Mysterium: The Netbook of Witches and Warlocks.
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