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.