| Source Magical Marketplace pg. 8 Heavy Water
School transmutation [water]; Level cleric 4, druid 4, hunter 4, oracle 4, ranger 4, warpriest 4
 CastingCasting Time 1 standard actionComponents V, S, DF
 EffectRange 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
 DescriptionYou 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. |