Effects of the Depths (SofS)

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Beyond the effects on sound and light, the seas exert other effects on surface dwellers and natives alike.
==Pressure==
Water pressure affects PCs in Seròs as follows:
* Characters have a maximum depth threshold or category, at which the water pressure becomes too much to comfortably bear. Until that depth is reached, PCs can function to the best of their abilities, given the other difficulties already discussed. Beyond this depth (when a character goes to the next, deeper depth category), a PC must make a successful saving throw vs. paralyzation to resist the pressure (4d10 hp minimum crushing damage if failed) once every 24 hours. At even greater depth categories, even with a successful save, all of a PC's abilities and checks and rolls suffer a cumulative -1 penalty per depth category.
* Free action spells or items provide a way to bypass water resistance and allow a better range of motion and ability. They also negate most underwater combat penalties.
* The chart below does not list the Shallows (the water's surface to 150 feet undersea) and the Gloom (151–300 feet underwater) as even surface-dwelling PCs can withstand the pressures at these depths. Unassited surface-world PCs cannot go deeper than the Gloom due to the pressure on their relatively fragile frames.
 Table 4: Maximum Safe Depths
Depths of Serôs PC Races (max. depth) 	
Twilight(301–600 feet) 	Surface Races (350–600 feet), Sea Elf (600 feet)
Upper Depths(601-1,200 feet) 	Locathah (800), Malenti, merfolk (1,200)
Lower Depths(1,201-2,400 feet) Shalarin (2,400)	
Underdeep(2,401+ feet) Triton (3,000) 	
==Temperature==
Any surface-dwelling creature traveling at the Twilight or lower (301 or more feet underwater) needs some form of protection from the cold that exists at these depths. Unprotected characters suffer a -2 penalty to attack and damage rolls and a +2 penalty to Initiative rolls. These penalties are cumulative with the standard underwater combat penalties listed under "Underwater Combat" below.
==Movement==
Characters who only know how to walk or run are at a disadvantage in a world where everyone effectively "flies" by swimming. Basic movement rates for both surface and aquatic races are noted in the Appendices, but briefly noted here:
* PCs without Swimming NWP: one-third land movement times five in yards (MV 12/3-4x5-20 yards per round swimming);
* PCs with Swimming NWP: one-half land movement times five in yards (MV 12/2 = 6x5-30 yards per round swimming);
* Swimming speeds drop to nonproficient speeds if the person is carrying any weight beyond 20 pounds.
==Weight and Buoyancy==
For all intents and purposes, we can assume that any character has the basic strength and stamina to swim. However, clothing and equipment do add weight, slowing a person, due to water resistance (if not the sheer weight of water-logged cloaks and robes). Under no circumstances can any armored character swim, regardless of proficiencies, as the weight of any armor (including leather, padded, etc.) drags that character down to the bottom.
If PCs cannot bear to part with their armor, they must either plan to walk across the sea bed at all times or devise ways by which to negate the weight of the armor and make it buoyant. Generous DMs may devise spells or magical enchantments for armor that allow it to weigh nothing, but the limitations of movement in armor prevent swimming in armor of any kind beyond leather.
 Table 5: Aquatic Movement Rates
Action 	Rate of Speed
Sinking 	10 feet per round; 40 feet per round if overloaded or armored
Diving 	Swimming rate plus 10 feet per round
Rising 	10 feet per round
Surfacing	Swimming speed
Sinking: This denotes a dropped item, weapon, etc., that does not float (metal, stone, etc.) If a character or object is heavy (ie., if armored or carrying more than 30 pounds of equipment), the rate of sinking speeds to 40 feet per round.
Diving: A creature actively swimming to deeper water.
Rising: An item (wood, for example) or an unencumbered, unconscious creature that's buoyant enough to float on the surface.
Surfacing: A creature actively swimming toward the water's surface.