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Underwater Adventuring
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<blockquote data-quote="AnthonyJ" data-source="post: 1162553" data-attributes="member: 13807"><p>Note that many of these obstacles _aren't_ obstacles with magic. </p><p></p><p>Nitrogen narcosis and the bends occur because at high partial pressures, nitrogen from the air you're breathing dissolves into your bloodstream (with some odd effects on the human nervous system); when the pressure drops the nitrogen dissolves out again. I am not at all convinced that divers who don't use tanks are capable of going deep enough long enough to suffer from either of these effects, though I'd have to check. Ceteceans don't suffer from these effects because they collapse their lungs before diving, and rely on oxygen stored in non-gaseous form.</p><p></p><p>If the water breating spell works by creating air, it will have the same problems as for nitrogen narcosis. If, however, water breathing works by actually making you able to breathe water, you won't be breathing pressurized air and dissolved nitrogen will not be an issue. Alternately, using Alter Self to transform into an aquatic lifeform will generally eliminate problems at the depths said lifeform normally lives at.</p><p></p><p>For items that allow underwater movement:</p><p>Plate Armor of the Deep: in 3e, specified immunity to pressure damage; 3.5e dropped that line.</p><p></p><p>Bottle of Air: same as a scuba rig, and thus dangerous.</p><p></p><p>Cloak of the Manta Ray: should be fine (it's a transformation, not creating air), though gaining/losing altitude too fast might be dangerous for reasons unrelated to the bends.</p><p></p><p>Helm of underwater action: creates air, and should realistically have the same problems as scuba gear.</p><p></p><p>Necklace of adaption: also creates air, but since it works in a vacuum, may sustain constant pressure as well. This ability to sustain constant pressure might be overloaded by going too deep, however.</p><p></p><p>Pearl of the Sirines: appears to grant the ability to breathe water, and should thus be safe.</p></blockquote><p></p>
[QUOTE="AnthonyJ, post: 1162553, member: 13807"] Note that many of these obstacles _aren't_ obstacles with magic. Nitrogen narcosis and the bends occur because at high partial pressures, nitrogen from the air you're breathing dissolves into your bloodstream (with some odd effects on the human nervous system); when the pressure drops the nitrogen dissolves out again. I am not at all convinced that divers who don't use tanks are capable of going deep enough long enough to suffer from either of these effects, though I'd have to check. Ceteceans don't suffer from these effects because they collapse their lungs before diving, and rely on oxygen stored in non-gaseous form. If the water breating spell works by creating air, it will have the same problems as for nitrogen narcosis. If, however, water breathing works by actually making you able to breathe water, you won't be breathing pressurized air and dissolved nitrogen will not be an issue. Alternately, using Alter Self to transform into an aquatic lifeform will generally eliminate problems at the depths said lifeform normally lives at. For items that allow underwater movement: Plate Armor of the Deep: in 3e, specified immunity to pressure damage; 3.5e dropped that line. Bottle of Air: same as a scuba rig, and thus dangerous. Cloak of the Manta Ray: should be fine (it's a transformation, not creating air), though gaining/losing altitude too fast might be dangerous for reasons unrelated to the bends. Helm of underwater action: creates air, and should realistically have the same problems as scuba gear. Necklace of adaption: also creates air, but since it works in a vacuum, may sustain constant pressure as well. This ability to sustain constant pressure might be overloaded by going too deep, however. Pearl of the Sirines: appears to grant the ability to breathe water, and should thus be safe. [/QUOTE]
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