Water Rules Expanded B/X

Swimming, Diving, and Drowning
  • Everyone can swim at ½ their movement rate
    • Treading quietly or in combat use dungeon speed
    • Swimming quickly use wilderness speed
  • Creatures can dive at 2x their swim movement speed
  • Maximum load to ascend/tread in water is 20 lbs (200 coins) plus an additional 10 lbs (100 coins) per +1 Strength bonus
    • Exceeding a maximum load causes a character to descend at a rate of 5 feet if they are trying to stay afloat or 10 feet if they are allowing themselves to sink
  • Creatures can hold their breath for 1 minute (6 rounds) plus an additional 2 minutes (12 rounds) per +1 Constitution bonus
  • A character has a 1-in-6 chance of drowning the first round it remains submerged after its air runs out. Each subsequent round increases its chances of drowning by +1 (2-in-6, 3-in-6, etc)

Vision, Hearing and combat 

  • Humans can see a maximum of 200 feet in perfectly clear water. For most “normal” bodies of water (i.e. lakes, seas, etc) reduce this to 100 feet. Especially murky water could reduce vision even further or even effectively blind
  • Sunlight only penetrates to a depth of 100 feet, beyond which a lightsource is required. Infravision is reduced by half
  • Without magic humans cannot communicate underwater and listening is impossible
  • Swords, axes, clubs, maces and similar weapons that require the force of a swing deal reduced damage (d4) and only apply half of the wielder’s strength bonus rounded down
  • Spears, tridents, and other piercing weapons that rely on thrusting deal regular damage. Throwing these weapons reduces their range by half.
  • Crossbows and bows deal reduced damage (d4) and have their ranges reduced by half. Slings are not usable underwater.
  • Combat occurs both on a horizontal plane and a vertical plane. As such players are encouraged to keep track of their depth each round.
  • Aquatic creatures surprise characters when they are at least half submerged in the water on a 4-in-6
  • Swimming, even treading water, always counts as movement. During an attack a character will sink 5 feet

Example of Play  

Ref: You stand on the edge of the cavern, dark black lake below that reflects back your torchlight as if it were a mirror. A little further out you see a soft white glow in the inky depths that is not a reflection of your torch, it is something else.   
Player 1: Do I see anything moving?  
Ref: No.  
Player 2: Someone should tie a rope to themselves and swim down there to see what it is. How deep is it?   
Ref: Hard to say, probably no more than sixty feet. 
Player 3: Not me. 
Player 2: I’ll do it. I take off my armor, tie a rope around my waist, and put my dagger between my teeth before jumping in. 
Player 1: I’ll hold the rope. 
Player 3: I’ll be the lookout. And watch you die. 
Ref: You plunge into the icy subterranean lake and you quickly realize you can’t see anything. 
Player 3: I cast Light on his dagger. 
Ref: Now you can see that the water is as clear as it is cold. You don’t see anything below you except the faint light much deeper in the lake. It is probably 60 feet down and about 30 feet out. You can swim 20 feet per round, dive 40 feet per round, and hold your breath for 10 rounds. 
Player 1: He’s in rounds? 
Ref: Yes. 
Player 2: I swim out until I am over the light- 
Ref: 2 rounds go by - 
Player 2: Then I dive down toward the light- 
Ref: 1 round goes by, then you are within 20 feet of the light and realize it is a giant unblinking phosphorescent eye in the middle of a huge fleshy pale starfish. 9 rounds of breath. 
Player 2: I start swimming back up. 
Ref: (rolls d6… 3) Just as you turn to begin swimming back to the surface you feel a sharp pain in your leg and a 5 foot black scaly fish with yellow eyes tries to drag you away. 8 rounds of breath. 
Player 1: Do I feel that on the rope? 
Ref: Sure. The rope tugs hard. Roll for initiative, (rolls d6… 1) you go first. 
Player 3: I’ll help pull him up. 
Player 1: Yeah we are both pulling him up as fast as we can. 
Ref: One of you make a strength check, 2-in-6 but I’ll make it 3-in-6 since both of you are pulling on the rope. 
Player 1: 5. 
Ref: You feel the rope burn your hands as something tugs back. 
Player 2: Crap. What do I see? 
Ref: There are three man-sized black fish with sharp scales, yellow eyes, and teeth like needles. One of them still has your leg. You would have to make a strength check, 2-in-6, to break free to move. 
Player 2: Since it is holding onto me can I stab it? 
Ref: Yes, THAC0 -2 since its holding onto your leg which makes it easier to stab. 
Player 2: I rolled a 17. 
Ref: You stab it in its big stupid yellow eye. 
Player 2: 3 damage. 
Ref: The other two fish swim past in quick lunges but both miss. The one still holding your leg in its jaws drags you deeper, past the unmoving starfish. You are now 40 feet out and 60 feet deep. You are literally “at the end of your rope.” 7 rounds of breath. Roll initiative again, I got a 4. 
Player 1: 5! We will try to pull him up again. 
Ref: 3-in-6 again, but there is no more rope so if you fail you need to choose to either let go or on the fish turn you will end up making a save vs. death to not be pulled in. 
Player 3: We pull! I’ll roll… 6! Oh no… 
Player 2: I’m going to try to escape this time! I rolled a 3! You said I needed a 1 or 2? 
Ref: Yes. The fish tries to take you deeper almost as if it is trying to keep you away from the other two fish that are prepared to give chase. I need a save vs. death from both of you holding the rope. 
Player 3: 15! I made it! 
Player 1: 10… I did not. 
Ref: [Player 1] topples into the lake as the rope yanks hard. [Player 3] Lets go just in time and watches the heavily armored fighter topple into the underground lake along with the rope.  
Player 3: I only have Charm Person, Invisibility, Web and Fireball memorized. I’ll watch hopelessly. 
Ref: One fish chases [Player 2] and the other fish wheels around and heads directly for [Player 1] that just crashed in the water. [Player 1] you have 18 rounds of breath. [Player 2] you are now 90 feet deep and 60 feet out. You have 6 rounds of breath. Roll initiative, I got a 3. 
Player 1: I also got a 3- 
Ref: You win ties, go! 
Player 1: I am wearing plate, can I even swim? 
Ref: You can swim but you will sink 5 feet deeper every round. If you let yourself sink you will sink 10 feet. 
Player 1: Can I see a shoreline that I can climb up? 
Ref: No, the cliff [Player 3] is standing on is only about 5 feet high but it's wet and sheer. To your left and right the water extends into oppressive darkness. 
Player 3: Can I lower my staff for him to grab onto? 
Ref: Sure. 2-in-6 to get him up, on a 6 he’d pull you in though. 
Player 3: 6… I don’t even get a save? 
Ref: Sure, if you make it your staff slips out of your hands. If you fail, you fall in the water. 
Player 3: 13! Made it! 
Ref: [Player 1] you are now in the water, sinking, and holding [Player 3]’s staff. 
Player 1: I let go of it, draw my sword, and get ready for this overgrown fish to come get me. 
Ref: Great, you are now 10 feet deep and have 17 rounds of breath. You can make an attack on the fish that is closing in. 
Player 1: 20! BOOM! 
Ref: Super! Roll 2d4 and add half your strength modifier. 
Player 1: WHAT? 
Ref: Not easy to use a sword underwater. 
Player 1: 9 damage! Eat that! 
Ref: Nice! [Player 2] what’s your plan? 
Player 2: I’m going to try to escape again and start swimming toward the surface. I rolled a 2! 
Ref: Whew! You kick free and start swimming straight up. You are now only 70 feet deep and you have 7 rounds of breath. The fish that you kicked free from (rolls morale… 8) shakes a little and swims off into the depths apparently uninterested in prey that is willing to fight so hard. The one that was chasing whooshes past you in the black. [Player 1] The fish you sliced open also turns tail and follows the others into the dark depths. We are out of combat for the time being, but will not yet be leaving rounds. You have 16 rounds of breath. [Player 2] it takes you 4 rounds to get back to the surface, you have 5 rounds of breath so no drowning check needed. 
Player 2: That was close! 
Ref: It was, but [Player 1] is still sinking. 
Player 3: I drop my stuff- 
Ref: It takes a round to get as much off as you can that would be ruined by water. [Player 1] you sink another 5 feet and are 15 feet deep. You have 15 rounds of breath. 
Player 3: I dive in and help [Player 1] get to the surface. 
Ref: Done. Everyone is back at the surface, [Player 2] and [Player 3] help [Player 1] stay afloat. The cavern seems immense and there is no beach insight. The magic light from [Player 2]’s dagger is a lonely pinprick like a solitary star in a dark sky. The low cliff face seems unscalable due to its sheer surface, wet, and mud. 
Player 2: I can climb it. 34! 
Ref: Well done! It takes a turn to scrabble up the wall and get both [Player 1] and [Player 3] up. You are back where you started. In the water you still see that pale glow.

Level 3 B/X Magic User Spells

Magic Camp (3 rd level Magic User)
Duration: 48 turns
Range: 20’ radius
Creates a 20’ magical radius around a campsite that maintains it at room temperature, renders the
campsite (including smoke or fire) invisible, and makes it so noise from within the radius cannot be
heard outside of the radius. Any creature that enters the radius can immediately see and hear the camp.
See invisibility will reveal the campsite.


Gaseous Form (3 rd level Magic User)
Duration: 1 turn per level
Range: Caster or creature touched
One human, demihuman, or human-like monster becomes an insubstantial mist. In this form it cannot
attack or cast spells. It can fly 10’ per round but is subject to effects of wind. It can pass through the
smallest openings but cannot interact with objects (even those that became gaseous with it). It cannot
enter liquids.


Shrink Item (3rd level Magic User)
Duration: Permanent
Range: Object touched
One item may be shrunk to the size of a coin. The caster may return it to normal size with a command
word which dispels the spell.

 Stinking Cloud (3rd level Magic User)
Duration: 6 turns
Range: 30'
Noxious fumes stream from the caster's fingertips.
  • Area: The fog fills a 30' diameter area
  • Movement: The fog moves at 60' per turn (20' per round) driven by wind (or away from the caster in still conditions)
  • Sinking: Because the fog is heavier than air, it sinks to the lowest level of the land, even pouring down sink-hole openings.
  • Vision: Is obscured to 5' within the area
  • If caught in cloud: Save vs Poison, failure results in -2 to hit as long as they remain in the cloud +1d6 rounds


Level 2 B/X Magic User Spells

Might as well keep going, here is a curated list of level 2 spells from 3.5e ready for your B/X game
 
Fog Cloud (2nd level Magic User)
Duration: 6 turns
Range: 30’
A fog streams from the caster’s fingertips.Area: The fog fills a 30’ diameter area.
  • Movement: The fog moves at 60’ per turn (20’ per round), driven by the wind (or away from the caster, in still conditions).
  • Sinking: Because the fog is heavier than air, it sinks to the lowest level of the land, even pouring down sink-hole openings.
  • Vision: Is obscured to 5’ within the area.
Hideous Laughter (2nd level Magic User)
Duration: 6 turns
Range: 120’
Causes one or more intelligent humans, demihumans, or human-like monsters to be paralyzed with laughter if they fail a saving throw versus spells. It may be cast in two ways:
  • Against an individual: The target’s saving throw is penalized by -2
  • Against a group: 1d4 individuals in the group are targeted.
  • Restrictions: Targets with greater than 4+1 HD are not affected.
  • Wandering Monsters: Each round that at least one target is under the effect of the spell a wandering monster check must be made with a monster appearing on 4-in-6.

Bull’s Strength (2nd level Magic User)
Duration: 12 turns
Range: Caster or creature touched
Make one human, demihuman, or human-like monster exceptionally strong. The target’s muscles swell
and they are treated as having a strength score of 18 for the duration.

Gust of Wind (2nd level Magic User)
Duration: Instant
Range: 120’
A violent blast of air originates from the caster either in a 10’ wide line. All unprotected light sources (i.e. candles, torches) are extinguished within the gust and protected light sources (i.e. lanterns) have a 3-in-6 chance of being extinguished. It will do anything a sudden blast of wind would be expected to do (kick up sand/dust, dispel fogs, overturn objects less than 100 lb, etc) and...
  • Smaller than human sized creatures are pushed backward their movement speed
  • Human sized creatures cannot move forward against the gust
  • Human sized or smaller flying creatures are sent hurtling backwards and take 1d6 damage per10’ traveled if striking a solid surface.
  • Larger than human sized creatures are unaffected
Shatter (2nd level Magic User)
Duration: Instant
Range: 20’ radius
Shatter all glass and crystalline objects within a 20’ radius of the caster. Magic items get a saving throw
but containers of magic items (like a potion vial) do not.

Magic Mouth (2nd level Magic User)
Duration: Permanent
Range: 120’
Imbue an object or creature with a magic mouth that will appear and speak four or less predetermined
sentences when the specific conditions are met as determined at the time of casting.

Level 1 B/X Magic User Spells

Culled from the massive spell lists of 3e, here are some utilitarian spells that I thought maintained the old school vibe to expand spell selection in your B/X or B/X clone game.

Alarm (1st level Magic User)
Duration: 48 turns
Range: 20’ radius
Wards a 20’ radius area that alerts the caster whenever it is entered with an audible alarm. The caster may designate any number of creatures they can see at the time of casting who will not trip the alarm. The alarm will awaken sleeping creatures within 60’ but not creatures under the effects of the sleep spell. The alarm has a 1-in-6 chance of drawing a wandering monster.
 
Animate Rope (1st level Magic User) 
Duration: 2 turns
Range: 10’
The caster may command a rope to coil, knot, loop, or even slither across horizontal or vertical surfaces at a rate of 50’ per turn. The rope may be directed to entangle a single creature within 5’. Entangled creatures cannot move but can break free depending on their strength
  • Normal human range: Creature can break free in 2d4 turns
  • Magically augmented STR above 18: The creature can break free in 4 rounds
  • Giant Strength: The creature can break free in 2 rounds
Chill Touch (1st level Magic User)
Duration: Instant 
Range: Object or creature touched
The spell freezes whatever the caster touches.
  • Casting on a liquid surface: Freezes a 15’ radius about 4’’ deep that can support human weight.
  •  Hit: The caster can hit a creature in melee without an attack roll or saving throw.
  • Damage: The touch deals 1d8.
  • Higher level casters: At 6-10th level deal 3d8 damage; 11th-15th level deal 5d8 damage. Casting on liquid surfaces at higher levels doubles the radius and depth at levels 6-10, and triples at levels 11-15.

Disguise Self (1st level Magic User)

Duration: 1 day 
Range: 10’
The caster can their appearance and the appearance of their equipment to that of a similarly sized and shaped humanoid. Detect Invisible will reveal the deception.
 
Feather Fall (1st level Magic User)
Duration: 12 turns 
Range: 10’
The creature or object cast upon will fall at a constant rate of 12’ per minute (120’ per turn).
  • Casting on a flying creature: Feather Fall may be cast on a flying creature which renders it unable to fly for the duration. It will slowly descend to the ground at a rate of 2’ per round.
Grease (1st level Magic User) 
Duration: 6 turns 
Range: 50’
Covers a 15’ radius of a solid surface in a slick layer of nonflammable grease.
  • Within the area: All actions except crawling 5’ per round is impossible.
  • Casting on a creature: Grease may be cast upon a creature, which must save versus spells. If the save fails, the creature is coated in grease and cannot move or hold onto objects. If the save succeeds, the spell’s effect coats the area around the target in a 15’ radius that the creature may attempt to escape (at the reduced movement rate).
Jump (1st level Magic User) 
Duration: 1 turn 
Range: 60’
The creature cast upon can make a single leap with their next move that allows them to travel 360’ (120’) in any direction.

Expanded Spells for Shadowdark

I like my players to find spells (they don't get to just pick every level) and I like to have a lot of spells. Most, but not all, have b...