Pathfinder Codex

Heavy Water

Transmutation [ Water]

PFS Legal

Available to

Classes Cleric 4, Druid 4, Hunter 4, Oracle 4, Ranger 4, Warpriest 4
Casting Time
1 standard action
Components
V, S, DF
Range
medium (100 ft. + 10 ft./level)
Area
cylinder of water (5-ft. radius/level, 30 ft. deep)
Duration
1 minute/level (D)
Saving Throw
none (see text)
Spell Resistance
no
You cause a volume of water to become heavier than normal. Swimming in or through such water requires a Swim check with a DC equal to the saving throw DC of this spell; even creatures with a swim speed must attempt this check. Success allows a creature to swim at up to half its speed as a full-round action; a creature cannot swim as a move action while in an area of heavy water. If a creature fails its Swim check by 4 or less, it makes no progress. If it fails by 5 or more, it goes underwater. All Perception checks to see through the affected water take a –10 penalty. All ships sailing through an area of heavy water move at half speed.