Description
- School: transmutation (water)
- Classes: cleric 4, druid 4, hunter 4, oracle 4, ranger 4, warpriest 4
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: cylinder of water (5-ft. radius/level, 30 ft. deep)
- Duration: 1 minute/level
- Save: none (see text)
- Components: V, S, DF
- Dismissible: No
- Shapeable: No
- 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.