Heavy Water

School: transmutation [water]


Level: Druid 4, Hunter 4, Ranger 4, Cleric 4, Oracle 4, Warpriest 4



Casting Time: standard action


Components: V, S, DF


Range: medium (100 feet + 10 feet/level)


Area: cylinder of water (5-foot radius/level, 30 foot deep)


Duration: 1 minute/level


Saving Throw: none (see text)


Spell Resistance: no


Source: Magical Marketplace

Description

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.