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Sea Diver

Training Package

Copyright 2000 Rich Kirkland

Edited by R.C. Kirkland for The Guild Companion

Artwork Copyright by Jeffrey K. Bedrick

Agrylyriki "Sea Diver" Training Package (L)

The Agrylyriki Guild originated in the 7-Isles and has since spread to Tyndowarro with its main headquarters in Cualanto. Agrylyriki, or Sea Divers, combine skill and magic for the exporation and mastery of the undersea. This profession began from simple pearl divers who were hired by Argyle Longtooth, a Magician who needed their help in an undersea endeavor. He trained them in just enough spell craft to allow them free mobility underwater. Over 100 years later, the Sea Divers still gather pearls and coral, but they also salvage ships, explore undersea caves and explore the hidden depths of the ocean. The guild hopes to perfect their understanding of the undersea and the magic that allows them to explore it to the point of establishing permanent colonies under the ocean.

The Agrylyriki Guild also employs magicians adept at the Living Change spell list, which allows a greater amount of unskilled divers the ability to assist in underwater salvage, construction and general labor.

"How long can you tread water?"

Time to Acquire: 36 months

Starting Money: Normal

Special:

Amulet of Longbreath I (Usable 1/day for 10 mn) 50

Map of Sea Floor for Guild Area 50

Pendant of Watervision (1/day for 10 mn) 40

Small Boat 10

Air bag (Allows one breath of air underwater) 0

Category or Skill # of Ranks

Atheletic*Endurance skill category 1

Swimming 3

Rowing 1

Awarenesss*Senses skill category 1

Undersea Awareness 2

Crafting skill category 0

Rope Masery 1

Communications skill category 1

Signaling 1

Lore*General skill category 1

Fauna Lore - Undersea 2

Flora Lore – Undersea 2

Region Lore - Undersea 2

Outdoor*Environmental skill category 1

Foraging - Undersea 3

Survival – Undersea 3

Spells*TP n/a

Sea Diving TP List 3

 

Professional Qualifier: Constitution bonus of +10 and Swimming skill of +50

Stat Gains: None

Lifestyle Skills: Swimming

Cost by Profession: Same as Beastmaster

 

Essence TP List: Sea Diving

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Long Breath I

caster

10 min

self

U

2)

Swim I

caster

30 min

self

U

3)

Watervision

caster

30 min

self

U

4)

Lure

1' R

30 min

10'

F

5)

Waterlungs

caster

30 min

self

U

           

6)

Undersea Body I

caster

30 min

self

U

7)

Bouyancy

1 target

30 min (C)

10'

F

8)

Seawall

10'X10'X10'

30 min

50'

F

9)

Darkwater Vision

caster

30 min

self

U

10)

Murky Cloud

10' R

30 min

50'

F

           

11)

Undersea Body II

caster

1 hour

self

U

12)

Sea Bubble

10' R

30 min

10'

F

13)

Fast Swim I

caster

30 min

self

U

14)

Link Bubbles

2 bubbles

1 hour

10'

F

15)

Sea Bubble Exit

1 bubble

1 rnd

touch

F

           

16)

Move Sea Bubble

1 bubble

30 min

touch

F

17)

Sea Bubble II

20' R

2 hours

10'

F

18)

Dolphin's Leap

caster

C

self

U

19)

Deep Swim

caster

1 hour

self

U

20)

Repellant

caster

30 min

self

F

           

25)

Seawall True

10'X10'X10'

1 hour

50'

F

30)

Undersea Sanctuary

1 mil cubic feet

1 day

touch

F

50)

Sea Colony

10 mil cubic feet

Varies (P)

touch

F

Sea Diving

1-Long Breath I – The caster does not need to breathe for the duration of this spell.

2- Swim I – Caster may swim at double his normal swimming pace at no exhaustion point expenditure, once he stops swimming or leaves the water the spell is cancelled. This spell also grants a special +10 to all swimming maneuvers.

3-Watervision – Caster can see up to 100’ in even murky water, but does not assist in seeing through darkness.

4-Lure – Caster creates a globe of light 1’R that can light up a 10’R. The globe will move at the caster’s will at a rate of 50’/rnd. The globe must remain within 100’ of the caster or else go out.

5-Waterlungs – Caster can breathe water but not air.

6-Undersea Body I – Caster’s body becomes attuned to the underwater environment cutting all penalties for movement and combat in half. Caster is also immune to water pressure and cold water temperature. This does not protect the caster from wind, ice, or cold spells. This spell is generally only required for exceptionally deep dives or dives in cold climates.

7-Buoyancy – Target gains a slight positive buoyancy. Target objects will begin to rise at a rate of 1 foot per round. Target objects can be manipulated more easily and at the caster’s will the buoyancy can become neutral – it will not rise of fall for the remaining duration. If target is a living creature, then all swimming maneuvers are at +10, but any attempt to resist the upward movement will be at –25.

8-Seawall – Caster creates a barrier of "hard" water. This barrier must be located completely within water. All movement through the seawall is at –75% as are any attacks through it.

9-Darkwater Vision – As Watervision, except caster can see up to 100’ in any water, including within caves or other locations where light does not reach. Has no affect on Darkness spells.

10-Murky Cloud – Caster creates a cloud of darkness in imitation of the squid’s inky defense. All vision within this cloud is limited to 1’. If a Darkwater Vision spell is in effect, the target may see up to 10’ through the darkness.

11- Undersea Body II – Same as Undersea Body I, except the caster takes no penalties for underwater maneuvers and combat. This does not allow the caster to use weapons generally ineffective underwater such as whips, slings, and bows.

12-Sea Bubble I – Caster creates a bubble of force that is full of breathable air. The bubble must be created within a fluid environment. The bubble has neutral buoyancy. The air within the bubble is not renewable. The estimated time one normal person can breath this air is 1 hour. If any attempt is made to leave the bubble, then the bubble "pops." If someone tries to get into the bubble after it is created, then it will pop after 10 HPs of damage are inflicted. The bubble must be created around a target for a target to receive any benefits. This is often used to give divers a break underwater and allow for better communication.

13-Fast Swim I – As Swim I, except target may move at three times his normal swimming pace and only expends exhaustion points at the same rate as if he were walking.

14-Link Bubbles – Caster can link any two bubbles. People and objects may pass freely between linked bubbles. Also, any number of linked bubbles can be moved by the use of a Move Sea Bubble spell.

15-Sea Bubble Exit – For the one round this spell is active, any number of objects or people may cross the Sea Bubble’s barrier without "popping" it.

16-Move Sea Bubble – Caster can move any existing Sea Bubble in any direction within a fluid environment.

17-Sea Bubble II – As Sea Bubble I, except for radius. Air is breathable for 2 hours for 1 person.

18-Dolphin’s Leap – Caster can propel himself upward through water at a rate of 400’ per round and can leap out of the water up to 20’ in the air. The caster is protected from any ill effects of decompression. The caster can make no appreciable sideways movement while this spell is in effect until the caster leaps out of the water, where he can move laterally up to 10’ in any direction.

19-Deep Swim – As Swim I, except target may move at four times his normal swimming pace and only expends exhaustion points at the same rate as if he were walking. Also, the caster is immune to the pressures of deep water for the duration of this spell.

20-Reppellant – Caster can make a total sensory illusion that will discourage all sea creatures of animal intelligence or less from approaching within 100’ for the duration. The spell can be modified to exclude certain animal types from this effect. Intelligent sea creatures will find the caster repulsive, but still will not attack unless provoked.

25- Seawall True – As Seawall, except wall cannot be moved through. The wall can sustain 1000 HPs before breaking. Otherwise it dissolves at the end of the duration. The water appears distorted, but otherwise appears as the surrounding water.

30-Undersea Sanctuary – Caster creates a Sea Bubble that can be attached to the sea floor or other fixture. This bubble will replenish and refresh the air for the duration and the exterior can sustain 1000 HPs before being ruptured. The caster may leave or enter the bubble at any time through a fixed magic portal. The caster may allow others to enter or exit the bubble, but he must be present to "open" the door safely. Otherwise, the bubble pops. The bubble makes the outer protective layer, but does not provide any structure within the bubble.

50-Sea Colony – Caster creates a bubble of force similar to the Undersea Sanctuary. The caster can make this bubble attach to another bubble, the sea floor, or other structure. The Sea Colony is made permanent by casting this spell once per day for two weeks. The bubble will generally have two magical entrances/exits. Many Sea Colonies can be connected to form a larger colony. The Bubble itself can sustain 5,000 HPs before popping.

 

 

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