Heavy Water

System: Pathfinder | SRD

Level: Cleric: 4; Druid: 4; Ranger: 4

School: transmutation

Casting time: 1 standard action

Components: V, S, DF

Range: medium (100 ft. + 10 ft./level)

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.

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