A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind
speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over
movement or physical
damage from being buffeted about.
Should the
spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of
damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the
air walk spell is dispelled, but not if it is negated by an
antimagic field.