Diving Armor

PeAq: suppress one property of water: weight. Invest it in an object which cast a part version at touch range to the water when you dive.

Base : analogy on Terram, base 15.

There is a big problem with all the Perdo and Muto suggestions: the Target. We're dealing with a lot of water here. It's not that they wouldn't work so much as they would either be of extremely high level (and potentially mess with a lot of other things, like accidentally sinking every ship) or would need to be cast many times. That's why I would still look at a clever use of a personal ward. Plus, that puts us in Rego territory, which is desired.

Chris

You do not use ReTe to change weight because it is a Muto effect as per A&A. I was just trying to be creative given your guidelines. If I were your SG I would say it is a Muto effect and that you can not do it yourself is not my problem. Go get some help from someone who can do it or change your parameters. Go with a ReAq and an CrAu or CrAq for something breathable inside your ward. You may need something to propel you through the water but that is ReAq. Base 5 plus 2 mag for unnatural. I would add magnitude for levels of depth so a ReAq25 spell should not allow someone to dive to the bottom of the ocean ( IMHO). So a spell that allowed a mage to ward against 50 meters of water would be +4(given the first 10 is free).

Hmmmmmm, I wonder, how many size modifiers would I need to affect the entire Aegean sea (or sea of crete which is smaller using atlantean Magic and target: Body of water.

Actually it would help. As it would avoid allowing non-oxygen gas into the bloodstream.
Instead it adds a bit of a problem in getting rid of CO2 fast enough, but against diving sickness, nitrogen narcosis and oxygen toxicity, it should work great.
And in this case, the character has gills, which eliminates the CO2 problem(getting enough fluid circulating in and out of the lungs as water is saturated with CO2 much faster than air), so it should actually be a pretty decent option.

No. Simply decide how the spell works, but it´s probably the same base level for doing it either way.
I would say ReAq Base 4 and then add +1 Magnitude for every 100m depth or so. Maybe per as much as 500m depth. With the help of the gills, the character can fill her lungs with water and simply no longer bother with needing any modification for greater depths. That would be my suggestion, to make it the benefit it should be.

I´d also say it´s possible to make as a nonstandard Ward.

Faaar too many. The amount of water in a sea is surprisingly much. In comparison, the "small river" going through town here, it´s flow is still measured in cbm per second...
With the Aquam base individual somewhere roughly around 10cbm, affecting even a small lake very soon runs into Ritual levels due to size modifiers.
I would use Target Part instead.

Callen that's why you use an item, with a permanent effect (concentration maintened) and unlimited number of uses, with target part.

Well, with the body of water special target of atlantean magic (RoP:M p43), you can affect a river, lake or sea (counts as structure). It just says that you need to increase the modifier for a very large body of water like sea or ocean.

Maybe I should just take Minor virtue: lessor immunity: Water pressure from depth. That would solve it completely. After all, while potentially deadly, it is not exactly common. (only characters like mine generally would encounter it).

That would be best, then you don't even have to consider it.... sleek and simple

Excellent idea actually. Might even want to think of wether it can be broadened slightly, as at least i would say that like that, it´s certainly more narrow than required. Maybe something like effects of deep water? That would then include increased heat loss and risk of diving sickness and alike. Still narrow enough for a lesser immunity, but covering enough to make the character a "true" creature of the deep.

Ok, well i dont have that book so i cant check it out firsthand.

How many times can this fire off in a round? Sounds like an interesting way to accidentally kill yourself. I'm sure in Medieval times they knew light things floated and that the water filled in beneath the floating things. So modern understanding works pretty well. You make the water around you weightless, it rises and the space around you fills in with water. If you can't fire it off fast enough, you get crushed. If you can, which is highly unlikely, you sink all the ships and drown all the sailors.

Chris

Sounds good. You might also want to consider making a spell to create a very large volume of water. In a confined space you could potentially drown or crush lots of enemies while being perfectly safe yourself.

Chris

Just grapple them into the ocean while I am wearing armor. I can breath and don't mind sinking.

Callen :
unlimited uses,and it is constant (environemental trigger: cast every seconds or whatever is the littler temporal measure) with concentration and maintened, it is used anytime on anything, and is recast as you need it.
The water is weightless, it may rise and float... I dont know if people of middle age knew about gravitation, and I dont indulge myself in thinking about it really because it's uninteresting to know since the SG will do what he wants with it.

But you are not going to be crushed, since everytime water touches you, it becomes weightless and that's the goal.