Speed of the Zephyr
Level: 3
Duration: 4 rounds + concentration
Target: a creature
Save: Fortitude negates (reverse)
Normal: You urge the target on to greater speed as his feet glow with an amber light.
The target's base speed increases by 6m. In addition, he can adjust his body equilibrium so that he can walk on water, quicksand, snow or even a spider's web. In addition he gains the benefits of the Up the Walls feat without the need for being psionically focused.
Reverse: The target slows down as his feet seem to stick to the ground.
The target's must succeed a fortitude save each time it tries to take a 1.5m step or a move action. If it fails the check, it can try again to move during the next turn.