Underwater Alterations (OSS)

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Like spells, the properties of magical items sometimes undergo modifications when used underwater. The physical effects of pressure, water density, light absorption, and other factors can warp, twist, and even negate dweomers painstakingly crafted by surface—dwelling wizards.
The sections that follow detail underwater modifications to the effects of magical items. The information below covers all magical items found in the DUNGEON MASTER® Guide and Tome of Magic. Dungeon Masters can, however, apply the general principles found here to any magical item in their campaigns. For example, most items that use or produce magical heat or fire do not function unless used in an air pocket, such as that generated by an airy water spell.
==Potions and Elixirs==
These items prove extremely difficult to use underwater. Simply uncorking a potion usually ruins the liquid by contaminating it with water. Generally, characters can only consume potions within a pocket of air, such as that generated by a helm of underwater action.
One alternative, however, is to place the potion in a bladder specially fitted with a flexible stem and a cap. A character need only pinch the stem shut, remove the cap, put the nozzle to his mouth, then release the stem and suck up the potion.
Drinking a potion in this way takes a full round (just as it does on the surface). During this time, the drinking character cannot perform any other action.
Each bladder can be used only once, since pouring a potion into a used bladder ruins the potion. The bladders cost 15 gp each and make item saving throws (see DMG, Chapter 6) as pottery, except that they suffer a -3 penalty against any kind of heat or fire attack.
The potions listed below exhibit altered effects when used underwater:
Flying: This potion triples the swimming movement rate of unencumbered characters, doubles the rate of lightly encumbered characters, and allows characters of all other encumbrance levels to swim at their normal rates.
Levitation: An unencumbered recipient of this potion can float up at a rate of 30 feet per round. Encumbered characters can float at the normal rate (10 feet per round) no matter their degree of encumbrance.
Plant Control: Although the imbiber may cause underwater plants to entangle his enemies, he cannot manipulate phytoplankton (see the commentary on the charm plant spell in Chapter 7 for details).
Sweet Water: Saltwater creatures of Animal intelligence or lower will not enter an area transformed into freshwater through the use of this potion. Intelligent saltwater creatures fight at a -2 penalty to attack rolls while in the area of effect. This protection only lasts 5d4 rounds.
Water Breathing: Although this potion allows characters to breathe underwater, it does not allow them to speak or cast spells with verbal components while underwater.
==Dusts, Oils, and Powders==
These items do not function underwater unless used in a pocket of air. Even then, most of the enchanted substance will be either washed away or diluted and rendered useless if exposed to water. Oils applied to dry items before immersion are an exception. For example, oil of slipperiness won't function if applied underwater, but works normally if a character applies it, then enters the water.
==Scrolls==
Scrolls are extremely susceptible to water damage. Scroll-using characters should keep these items in watertight cases, as the paper must make a saving throw of 14 at the beginning of every turn of water exposure. Failure indicates that the scroll suffers water damage that destroys 1d4 of the spells inscribed on it.
The easiest way to use a scroll underwater is to stand in a sphere of magically generated air. This protects the scroll from water damage and allows the caster to speak freely.
The following scroll experiences some alteration of effect when used underwater:
Protection From Water: This scroll generates a 10-foot diameter sphere of air if used underwater. The effect lasts for 1d4+4 turns.
===Rings===
For the most part, rings do not require any special conditions to function underwater. The rings listed below, however, exhibit altered effects in an aquatic environment:
Feather Falling: The wearer can activate the ring during any free descent of at least 10 feet. Once the ring's power takes effect, however, the wearer immediately rises to the surface at a rate of 40 feet a round-regardless of encumbrance. The ring automatically deactivates itself when the wearer reaches the surface; he cannot deactivate it before then. A proficient swimmer can slow his ascent to a rate of 20 feet a round with a successful proficiency check; slowing the ascent takes as much effort as moving at full speed.
Free Action: When used in conjunction with water breathing magic, this ring allows the wearer to speak normally and cast spells with verbal components underwater.
Jumping: This ring allows the wearer to leap 15 feet forward, 15 feet up, or 5 feet backward while underwater, provided he leaps from a firm surface.
Shocking Grasp: The electrical power of this ring discharges in a 5-foot-diameter sphere, inflicting 1d8+6 points of damage on the user and all creatures within the area of effect (no saving throw).
Water Walking: Anyone putting on this ring while underwater rises to the surface at a rate of 50 feet a round. In addition, the ring does not allow its wearer to submerge himself in liquid of any kind.
===Using Command Words Underwater===
The use of command words to activate certain magical items is an optional rule found in Appendix 3 of the DUNGEON MASTER® Guide. A character must be able to speak freely to use a command word underwater. This requires some form of magical augmentation, as surface dwellers cannot speak normally when submerged. Such magical aid can come in the form of an airy water spell, a ring of free action, or other such aquatic magic. Without this assistance, an adventurer cannot utter command words and, therefore, cannot utilize any magical items that require them.
==Rods==
Rods do not require any special conditions to function underwater, unless the optional command word rule is in effect (see sidebar for details). The following rod experiences some alteration in effect when used in an aquatic environment:
Lordly Might: The rod's spell-like powers are unaffected by water. However, the user can only operate the spear +3 weapon when submerged.
==Staves==
Like rods, staves do not require any special conditions to function underwater, unless the optional command word rule detailed in the sidebar is in effect. The following staves exhibit altered effects when used underwater:
Staff-Mace: The user may only wield the quarterstaff +3 version of this weapon while underwater.
Staff of the Magi: The following powers do not function underwater unless cast in an air-filled area: fireball, pyrotechnics, ice storm, web, wall of fire, and whirlwind.
Staff of Power: The fireball powers only function in an air pocket. Individuals affected by the paralyzation power will sink or rise according to their encumbrance category (see page 76 for details),
Staff of Thunder and Lightning: The thunder power causes all creatures within 5 feet of the target to save versus rods, staves, and wands or be stunned from the sound.
The lightning power inflicts 2d6 points of damage to everyone within 10 feet of the target.
The range of the thunderclap function doubles underwater. It is an 80 foot long cone with a maximum width of 40 feet and an apex of 10 feet.
The lightning stroke power causes damage to the user and everyone in a 10-foot radius.
==Wands==
Unless the optional command word rule is in effect, wands function normally underwater. The following wands do, however, experience some changes:
Element Transmogrification: The user of this wand can change water to earth while underwater. However, it is the area directly around the user that is transmogrified. Thus, the user encases himself in a block of thick mud which sinks at a rate of 40 feet per round.
Illumination: The sunburst power of this wand does not function underwater.
Lightning: The wand's shock power affects the user and all creatures within a 10-foot radius.
The wand's lightning bolt power creates an electrified sphere with a 20-foot radius centered at the point where the bolt would have originated. All creatures within the sphere suffer damage.
Paralyzation: Paralyzed characters will immediately sink or rise according to their encumbrance levels (see bage 76 for details).
==Miscellaneous Magic==
As its name implies, this category contains a wide variety of magical items-some of which cannot function underwater. Consult Table 47: Non-functioning Magical Items for a listing of those items that do not work underwater.
The following miscellaneous magical items exhibit altered effects when used underwater:
Bag of Beans: This item will not function in saltwater. However, every bean in the bag will sprout at once if submerged in freshwater. This mass sprouting destroys the bag and causes 6d6 points of damage to everything within a 40-foot radius.
Bag of Holding: If this is opened when immersed, the surrounding water flows in, filling the bag. The rush of water overloads the bag and ruptures it (water weighs about 64 pounds per cubic foot).
Beads of Force: The effective radius of these beads doubles underwater. All creatures within a 20-foot radius suffer damage.
Boots of Levitation: These boots allow the wearer to float up at a rate of 30 feet per round. Encumbered characters can float at the normal rate (10 feet per round) no matter their degree of encumbrance.
Boots of Speed: These boots allow the wearer to travel underwater at normal surface movement rates, provided the wearer has a solid surface on which to walk. These boots do nothing to increase swimming rates.
Boots of Striding and Springing: Like boots of speed, these boots allow for normal movement across solid surfaces under water. In addition, the wearer of these boots may jump 15 feet forward, 10 feet straight up, or 5 feet backwards.
Chime of Hunger: The range of this item doubles underwater. All creatures within 120 feet are affected by its powers.
Chime of Opening: When activated, the chime sends forth magical vibrations. All creatures within 200 feet can hear or feel these vibrations.
Daern's Instant Fortress: This item does not provide breathable air. If it is used underwater, the fortress simply fills with water.
Drums of Deafening: All creatures within 140 feet are permanently deafened.
Drums of Panic: The range of these drums doubles underwater. All creatures within 240 feet must make successful saving throws vs. spell or flee in panic.
Helm of Brilliance: The wall of fire and fireball powers do not function underwater, unless activated in an air-filled space.
Helm of Underwater Action: The wearer of this helm may speak freely and cast spells with verbal components, as well as drink potions in the normal way. The helm also improves underwater hearing and communication (see page 73).
Horn of Blasting: Characters can only activate this item in an air-filled area. However, the horn's range doubles when used underwater.
Horn of the Tritons: Although this horn only functions in an area of free air, its powers extend underwater.
Ioun Stone (Iridescent): This item allows its user to exist underwater without the need to breathe. However, the stone does not enable the user to speak underwater.
In addition, the wearer may ignore any ill effects from underwater pressure. Any movement and combat penalties still apply, however.
Iron Flask: Only a water elemental can come forth from a flask when activated underwater. If the vessel contains another creature, it remains inside unless the flask is opened within an air-filled space.
Liquid Road: This item only functions on a watery surface. It will not work underwater.
Necklace of Adaptation: Like the iridescent ioun stone, this necklace relieves the wearer from the necessity of breathing and allows him to ignore any negative effects from pressure underwater.
Unfortunately, the wearer cannot speak or cast spells with verbal components underwater.
Necklace of Prayer Beads: The wind-walking beads do not function underwater.
Pearl of the Sirines: This item allows its user to breathe water and ignore the effects of pressure and temperature while underwater. However, it does not allow the wearer to speak underwater.
Pipes of Haunting: Characters must play these pipes in an area of free air; however, the effects extend out into the water to a range of 60 feet from the user.
Pipes of Pain: Characters must play these pipes in an area of free air; however, the effects extend out into the water to a range of 60 feet from the user.
Prism of Light Splitting: Only the blue light functions underwater.
Robe of Stars: The wearer cannot use the throwing stars underwater.
==Armor and Shields==
Magical armor is quite desirable for underwater adventurers, as it weighs far less than its mundane counterpart. However, despite its magical properties, enchanted plate armor still causes those wearing it to sink at a rate of 40 feet per round.
The following armor experiences some alteration when used underwater:
Plate Mail of Etherealness: Ethereal characters can move underwater at their normal surface rate, as the limiting effects of pressure and water density do not extend to the Ethereal plane.
==Weapons==
Magical weapons are also handier and lighter than their mundane counterparts. However, many weapons (even magical ones) lose some or all of their effectiveness when used underwater. See Chapter 6 for a list of those weapons that do not function underwater.
The following weapons exhibit altered effects when used underwater:
Crossbow of Distance: This weapon is the only surface crossbow that functions underwater. Its range is equal to that of the specially modified underwater crossbow (see Table 45).
Javelin of Lightning: The javelin's maximum underwater range is only 5 feet. However, the weapon's lightning stroke extends to a width of 15 feet and a length of 60 feet underwater.
Sun Blade: The sunray power of this weapon does not function underwater.
Sword +1, flame tongue: The flame tongue sword retains its damage bonuses underwater. However, no flame appears on the sword. Instead, the water directly around it bubbles, hisses, and glows faintly.
==Table 47: Non-functioning Magical Items==
The following magical items do not function underwater unless used in an air-filled area-such as that produced by an airy water spell. Italicized items appear in the Tome of Magic.
Potions
* Aroma of Dreams
* Curdled Death
* Fire Breath
* Gaseous Form
* Murdock's Insect Ward
* Rainbow Hues
Rods
* Flailing
Books, Librams, Manuals, and Tomes
* These items are destroyed by immersion in water.
Bags, Bottles, Pouches, and Containers
* Alchemy Jug
* Bag of Bones
* Bag of Devouring
* Beaker of Plentiful Potions
* Efreeti Bottle
* Eversmoking Bottle
* Tenser's Portmanteau of Frugality
Musical Instruments
* Harp of Charming
* Harp of Discord
* Lyre of Building
* Pipes of Sounding
* Pipes of the Sewers	Oils
* Acid Resistance
* Disenchantment
* Etherealness
* Elemental Plane Invulnerability
* Fumbling
* Impact
* Preservation
* Slipperiness
* Timelessness
Staves
* Slinging
* Swarming Insects
* Woodlands
Cloaks and Robes
* Cloak of Arachnida
* Cloak of the Bat
* Robe of Scintillating Colors
Candles, Dusts, Ointments, and Incense
* None of these items function underwater.
The Weird Stuff
* Air Spores
* Bell's Palette of Identity
* Law's Banner
* All Horseshoes
* Quall's Feather Token
* Sheet of Smallness
* Wind Fan
* Wings of Flying	Rings
* Djinni Summoning
Wands
* Fire
* Wonder
Boots, Bracers, Gloves
* Boots of the North
* Boots, Winged
Household Items and Tools
* Broom of Animated Attack
* Broom of Flying
* Carpet of Flying
* Crucible of Melting
* Everbountiful Soup Kettle
* Mordom's Cauldron of Air
* Rug of Smothering
* Rug of Welcome
* Tapestry of Disease Warding
* Zwann's Watering Can
Weapons
* All Axes and Arrows
* All Bows
* Crossbow of Accuracy
* Crossbow of Speed
* Dart of Homing
* All Hammers
* All Maces
* Sword of Dancing
==Table 48: Altered Magical Items==
The following magical items undergo some alteration when used underwater. Italicized items appear in the Tome of Magic.
Potions
* Flying
* Levitation
* Plant Control
* Sweet Water
* Water Breathing
Wands
* Elemental Transmogrification
* Illumination
* Lightning
* Paralyzation
Scrolls
* Protection From Water
Miscellaneous Magic
* Bag of Beans
* Bag of Holding
* Beads of Force
* Boots of Levitation
* Boots of Speed
* Boots of Striding and Springing
* Chime of Hunger
* Chime of Opening
* Daern's Instant Fortress
* Drums of Deafening
* Drums of Panic
* Helm of Brilliance
* Helm of Underwater Action
* Horn of Blasting
* Horn of the Tritons
* Ioun Stone (Iridescent)
* Iron Flask
* Liquid Road
* Necklace of Adaptation
* Necklace of Prayer Beads
* Pearl of the Sirines
* Pipes of Haunting
* Pipes of Pain
* Prism of Light Splitting
* Robe of Stars
Rings
* Feather Falling
* Free Action
* Jumping
* Shocking Grasp
* Water Walking
Rods
* Lordly Might
Armor
* Plate Mail of Etherealness
Staves
* Staff-Mace
* Magi
* Power
* Thunder & Lightning
Weapons
* Crossbow of Distance
* Sun Blade
* Sword +1, flame tongue