Spells Underwater (OSS)

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: Think you that servants of The Craft are above the laws of the natural world? Although we possess power to bend and twist the forces of the Universe to our will and, as our more arrogant brethren would say, construct realities of our own devising, ours is not the ultimate mastery. The very elements that make up the Universe also run through us. We live-and die-according to the dictates of an incontrovertible truth: mortality.
: For all of our erudition and arcane knowledge, our powers can but stave off the inevitable. All things must fade and even Magic changes in the face of the unalterable laws of the Universe.
: Many a mageling has perished secure in the belief that `this fire won't burn' or 'that spell wards against all possibilities." Even the surest spell is not foolproof. Brethren, be sober and alert. Prepare wisely and attempt to understand the effect of all influences on the Force Magical.
: -Thandar Bruen, "The Limitations of Magic in an Elemental Universe" From Lectures at the Arcane Order of Enchantment and Exposition.
Using spells and other magic underwater presents a variety of problems for adventuring heroes. Surface magic, usually designed by surface dwellers for use under familiar conditions, can act oddly when employed in a watery environment. In many cases, aquatic surroundings alter the unleashed magical energy or render such force ineffective.
In addition, submerged spellcasters must cast their spells in an alien environment, one that presents them with a multitude of new sights, sounds, and dangers. For many, the struggle to survive in such an environment precludes the possibility of successful spellcasting.
It is important for Dungeon Masters who plan on running underwater adventures or campaigns to familiarize themselves with the effects of water on spellcasting. This chapter includes new rules for underwater spellcasting, a complete list of spells that function underwater and their altered effects (if any), and some new spells specifically geared toward underwater adventuring.
* Casting Spells Underwater
** Verbal Components
** Somatic Components
*** Optional Rule: Specialty Priests
** Material Components
*** Optional Rule: Material Component Saving Throws
** A Word About Spellbooks
** A Word About Holy Symbols
* Spells Allowed Underwater
* Spell Alterations and Component Saving Throws
** Wizard Spells
** Priest Spells
* New Spells
* New Wizard Kit
** The Fathomer