Air Walk

Air Walk
Magic Resistance: Yes
Advanced Divine Prayer [Magical]
Prerequisites: Divine Rank 5
Disciplines: Mysticism
Potency: [1d8 + Divine Rank]
Cast Action [CT 5, REC 1]
Components: V, S, DF
Cost: 2 Resolve
Duration: 1 Round or until dismissed, dispelled or disrupted.
Upkeep: Free Action, spend 2 Resolve to increase the duration by 1 round.
Range: Touch
Target: One willing creature touched.
Effect: Calling upon their deity to lift them from the mortal coil for a short while, the target is rendered as light as air, and can walk upon it as if on a solid surface. The target never falls, and can walk upon air at the same speed as if walking on the ground. Additionally, the target can ascend by moving upward, as if walking up a hill, at a 45 degree angle at 1/2 it's skirmish speed. A strong wind can move or work against the target, potentially creating pushing terrain (5 ft per 5 mph above 20 mph per round). At the GM's discretion, hazardous wind conditions can prevent the target from utilizing the power effectively. If the prayer ends while the target is aloft, the target slowly floats to the ground at a rate of 10 feet per segment.
Master Augment, Lasting Air Walk
[Divine Rank 6]
Cost: Change all costs associated with this power to Resolve Burn
Effect: The duration of this power extends to 1 phase. Change the upkeep to 1 Resolve Burn to increase the duration by 1 phase.
Master Augment, Mass Air Walk
[Divine Rank 6, Stacking]
Stacking [Divine Rank 6, 7, 8, etc.]: This augment may be applied multiple times and is limited by your Divine Rank.
Cost: 1 Resolve
Effect: You may affect an additional target with this power.