Heart of Water

3.5th Edition
The crashing of waves echoes in your ears.   This spell converts part of your body into elemental water, which makes you better able to navigate aquatic environments and slip through confined spaces.   You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on   Swim checks; see MM 311).   You also gain the ability to breathe water (as if under the effect of a water breathing spell).   Finally, you gain a +5 enhancement bonus on Escape Artist checks.   Furthermore, while this spell is active, you can activate a freedom of movement effect (as the spell) on yourself as a swift action.   This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends.   If heart of water is active on you at the same time as heart of air, heart of earth, or heart of fire, you gain light fortification.   If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
 
5th Edition
You transform part of your body into flowing elemental water, adapting your form to aquatic environments. For the duration, you gain a Swim speed equal to your land speed, and you can breathe underwater. You also have advantage on ability checks made to escape a grapple or slip free of restraints.   As an action, you can activate the effects of the Freedom of Movement spell for 1 Minute, after which time this spell ends.   If you are affected by both this spell and either Heart of Air, Heart of Earth, or Heart of Fire, critical hits scored against you become normal hits instead.   At Higher Levels. When you cast this spell using a higher level spell slot, your Swim speed increases by 10 feet for each slot level above its base level.
 

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Spell Descriptors
Water
2nd Edition
Level
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AoE
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3.5th Edition
Level
Druid 3, Sorcerer 3, Wizard 3, Wu Jen 3 (water)
Components
V, S
Casting Time
1 Standard Action
Range
Personal
Target
You
Duration
1 Hour/Level (D) or until expended)

 
4th Edition

 
5th Edition
Level
Druid 3, Sorcerer 3, Wizard 3, Wu Jen 3
Casting Time
1 Action
Range
Self
Components
V, S
Duration
1 Hour

 
Pathfinder 2e
Tags
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Defense
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
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}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.

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