TSR2170 - Chapter 7 - Spells Underwater

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New Spells

This ection contain a variety of new wizard and priest spells designed for underwater use. Dungeon Masters should note that these rare spells are the result of years of painstaking research, development, and meditation by a fringe group of wizards and priests obsessed with the exploration of underwater realms.

Dungeon Masters should not allow player characters ready use of these spells. Rather, heroes should discover these new dweomers during the course of an underwater adventure or campaign. After all, the challenges presented by underwater adventuring wouldn't be challenges if player characters possessed magical solutions to them at the beginning of the adventure.

New 1st-Level Wizard Spells

Glide
1st Level Spell, Alteration
 Range: Touch
 Duration: 3 rounds + 1 rd./level
 Area of Effect: 1 Creature
 Components: V,S
 Casting Time: 1
 Saving Throw: None
Description: This spell reduces water resistance, allowing the recipient to travel at an increased rate underwater. Creatures under the influence of this spell can swim or walk at a rate equal to half their land movement rate times 10, in yards per round. Thus, a human with a movement rate of 12 could swim or walk 60 (12+2=6x10-60) yards or 180 feet per round.

A character too heavily encumbered to swim cannot do so by virtue of this spell, but he can walk along the bottom at the increased rate.

This spell does not improve the movement rates of aquatic creatures, nor does it reduce any combat or other penalties incurred through underwater adventuring.

Source: DMGR9 - of Ships and the Sea (TSR2170), Page 103
 Glide
 1st Level Spell
 Alteration
 Touch
 3 rounds + 1 rd./level
 1 Creature
 V,S
 1
 None
 This spell reduces water resistance, allowing the recipient to travel at an increased rate underwater. Creatures under the influence of this spell can swim or walk at a rate equal to half their land movement rate times 10, in yards per round. Thus, a human with a movement rate of 12 could swim or walk 60 (12+2=6x10-60) yards or 180 feet per round.

A character too heavily encumbered to swim cannot do so by virtue of this spell, but he can walk along the bottom at the increased rate.

This spell does not improve the movement rates of aquatic creatures, nor does it reduce any combat or other penalties incurred through underwater adventuring.Property "Has description" (as page type) with input value "This spell reduces water resistance, allowing the recipient to travel at an increased rate underwater. Creatures under the influence of this spell can swim or walk at a rate equal to half their land movement rate times 10, in yards per round. Thus, a human with a movement rate of 12 could swim or walk 60 (12+2=6x10-60) yards or 180 feet per round.</br>A character too heavily encumbered to swim cannot do so by virtue of this spell, but he can walk along the bottom at the increased rate.</br></br>This spell does not improve the movement rates of aquatic creatures, nor does it reduce any combat or other penalties incurred through underwater adventuring." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.

 TSR2170
 Wizard
 1
 
 [[Has sphere:{{{Sphere}}}]]
 G
 Yes
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Template:!Tears of the Crocodile

New 2nd-Level Wizard Spells

Template:!Deep Eyes

Template:!Withstand Water