|||
Home
Actions/Activities
Ancestries
Archetypes
Backgrounds
Classes
Conditions
Equipment
Feats
Hazards
Monsters
Rules
Setting
Skills
Spells/Rituals
Traits
Licenses
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Ancestries
Archetypes
Backgrounds
Classes
Feats
Skills
Equipment
Spells/Rituals
Setting
Rules +
Actions/Activities
Conditions
Rules
Traits
Hazards
Monsters
Sources
About the Archives +
Licenses
Contact Us
Contributors
Support the Archives
Pathfinder 1
st
ed.
Pathfinder 2
nd
ed.
Starfinder
Toggle Theme
Archives of Nethys
Pathfinder 1E
|
Pathfinder 2E
|
Starfinder
All Spells
Arcane
|
Divine
|
Occult
|
Primal
Focus Spells
|
Rituals
Water Walk
Spell 2
Transmutation
Source
Core Rulebook pg. 384
Traditions
arcane
,
divine
,
primal
Cast
somatic, verbal
Range
touch;
Targets
1 creature
Duration
10 minutes
The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.
Heightened (4th)
The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures.