Pathfinder 1e Spell Transmutation

Heavy Water

You cause a volume of water to become heavier than normal.

School
Transmutation
Casting Time
1 standard action
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
Components
V S DF

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.

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