Airy Water
3.5th Edition
5th Edition
This spell turns normal water (or watery solutions) into a frothy substance that is as breathable as air.
Both air-breathing and water-breathing creatures within the area can breathe normally.
Moving through airy water is easier than moving through normal water.
Swimmers make a DC 10 Swim check once per round; they swim at their normal speed on a success, or half their normal speed on a failure.
Creatures with a swim speed can simply use their swim speed without penalty.
Creatures can instead use their land speed to move along the bottom at their normal speed.
Creatures walking on the bottom do not pay any movement penalty for walking on sand, stone, or pebble seafloor and only pay 2 squares of movement per square of muck or mud entered (see Marine Dungeon Terrain on page 21).
Finally, airy water negates underwater combat penalties for all melee attacks, although ranged attacks still take the normal underwater penalty.
The spell does not filter or purify solid particles, so casting airy water on very turbid liquids, for example, would produce an area filled with dust or smoke (and impose similar penalties).
Material Component: A small handful of alkaline salts.
You transmute the water within a 20-foot radius around you into a frothy, breathable medium. For the duration, this area moves with you. Creatures inside the area can breathe normally, regardless of whether they breathe air or water.
Movement within the airy water is eased:
- Creatures without a Swim speed can swim at their normal walking speed with a successful DC 10 Strength (Athletics) check made at the start of each of their turns; on a failure, they treat the water as difficult terrain as normal.
- Creatures may walk along the bottom of the airy water at their full walking speed, assuming it is contacting a solid surface, ignoring difficult terrain from sand, stone, or pebbles, through muck or mud still acts as normal.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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2nd Edition
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3.5th Edition
4th Edition
5th Edition
Pathfinder 2e
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Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

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