Walk Through Water

Regular 
Pass through water or ice as if it were air; the subject can walk through glaciers, along the bottoms of lakes, etc. Like the Swim spell, this negates combat penalties for fighting in water. In liquid water, the subject requires a surface to walk on. The spell may cost more if resistance to high pressures is necessary. The spell neither opens a passage so that others can follow, nor reveals what is on the other side . . . If the caster (or the subject) knows a spell to let him breathe, the subject will have no difficulty breathing during his journey, at no energy cost. Otherwise, he must hold his breath! 
Should the spell end before the subject regains the open air, he finds himself submerged. He is not automatically harmed, but drowns (or suffocates, if in ice) if he cannot escape.

Duration: 1 second. 
Cost: 4 to cast. 3 to maintain. 
Time to cast: 3 seconds. 
Prerequisites: Magery 1 and Shape Water.

Item 
Clothing or jewelry; only affects the wearer.  
Energy cost to create: 1,100.