Air Walk

Using Air Walk, the subject can tread on air as if walking on solid ground. Moving upward is not unlike walking up a hill, though the subject cannot move upwards or downwards more than 45 degrees, and at half the subjects normal walking pace.

In strong winds the subject may experience difficult movements and, at the GM's discretion, may even take damage or other penalties from exceptionally strong winds.

Should the ability's duration expire while the subject is still in the air, the subject floats downward gently at a rate of 60ft per round for 1d6 rounds. Should the subject not reach the ground within this time, they will fall the rest of the distance normally, taking 1d6 damage for each 10ft of fall (see fall damage).

As with all psionic abilities, Air Walk may be dispelled. If it is dispelled, the effects wear off instantly and the subject will not be protected from any fall damage.

Air Walk may be cast on a vehicle or mount, but in the case of a mount the animal requires special training (Handle Animal DC 25). In the case of a vehicle, it requires a very experienced driver (Driving DC 25).