TSR2170 - Chapter 7 - Spells Underwater
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 | |
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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 |
New 2nd-Level Wizard Spells
Deep Eyes | |
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2nd Level Spell, Divination | |
Range: Touch Duration: 4 rounds + 1 rd./level Area of Effect: 1 Creature |
Components: V Casting Time: 2 Saving Throw: None |
Description: A creature receiving this spell enjoys increased visual range underwater. The recipient can see underwater twice as well as he normally could. Modifiers for water clarity and surface conditions apply, but the individual's depth modifier doubles.
The two bonuses are cumulative. For example, a submerged surface dweller can normally see movement in clear water on a Clear day at a maximum distance of 100 yards, provided he dives no deeper than 50 feet. A recipient of this spell, however, can see movement at a maximum distance of 200 yards at depths of 100 feet or less. See Chapter 5 for details on underwater vision. | |
Source: DMGR9 - of Ships and the Sea (TSR2170), Page 103 |