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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Touch of the Sea
School transmutation; Level alchemist 1, druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a fish scale)
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.