Heavy Water

School transmutation [water]; Level cleric 4, druid 4, ranger 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.

Section 15: Copyright Notice

Pathfinder Player Companion: Magical Marketplace © 2013, Paizo Publishing, LLC; Authors: John Ling, Ron Lundeen, Patrick Renie, David Schwartz, and Jerome Virnich.

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