Water Walk

School transmutation [water]; Level cleric/oracle 3, medium 2, psychic 3, ranger 3, shaman 3, witch 3; Subdomain oceans 3


Casting Time 1 standard action
Components V, S, DF


Range touch
Targets one touched creature/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)


The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

Water Walk, Communal

Level cleric 2*1, psychic 2*2, ranger 2*1
Target creatures touched


This spell functions like water walk, except you divide the duration in 10-minute intervals among the creatures touched.

*1: This was addressed in a FAQ from Paizo, indicating that the communal version is, in fact, lower level than the base spell because it is actually less effective (see source blog post.)

*2: It is assumed, by editors here, that because the spell was corrected to 2nd level for cleric and ranger, that it likely should also be 2nd level for psychic casters.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

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