Cleric 3
Range. Touch
Duration. 1 turn plus 1 turn per CL
Area of Effect. Special
Alteration
Components. V, S, M
Casting Time. 7s
Saving Throw. None
By means of this spell, the caster is able to empower himself or herself or another creature of man-size and comparable mass to tread upon water as if it were firm, grassy ground (cf. ring of water walking).
For every level of the caster above the minimum required to create the dweomer (5th level), he or she can affect an additional man-sized creature. This growing power enables multiple individuals, or one or more of greater size and mass, to be affected by the water walk spell. For instance, an 11th-level caster could additionally affect a horse, so that he or she could move atop the waves while mounted. (Consider a horse to be equivalent to 6 humans for purposes of this spell.)
The material components for this spell are a piece of cork and the cleric's holy/unholy symbol.