Those affected by this spell are able to walk on water, though stormy seas may still present a fickle challenge for even the most sure-footed. Roll a spellcasting check, 2d6 + Alteration + Water + Intelligence modifier. 7+ able to affect an additional target, 10+ able to affect up to 10 targets, 13+ able to walk safely on acid or other hazardous substances.#todo format table