| Ultradan |
Here's what happened...
First level adventure. Two of the four players are wading waist-deep in shallow water when, all of the sudden, eight skeletons rise from the water and surround them. We roll for initiative: The only person acting before the skeletons is the wizard who is back on dry land about twenty-five or thirty feet behind. Knowing that the skeletons will no doubt converge on the two characters in the middle of the water (and flank them), the wizard comes up with a bright idea to cast shocking grasp and touch the water, knowing that it will damage the characters also, but most likely destroy most of the skeletons.
I thought that was a neat idea. So I let it happen. After the game though, I was wondering just how far that shocking effect in the water could have gone. Would there be a radius to the effect, or even do less damage as the enemies are farther away.
Any thoughts people?
Ultradan
Adam Daigle
Director of Narrative
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I seem to remember there being rules for different energy type spells in other environments, but I can't for the life of me remember where or even which edition. The only bit of clarity I can muster right now is that a lightning bolt (line) underwater emanated as a burst (like a fireball).
I'll ask some of the other guys at the game tonight, but most likely someone will post a proper answer before I get to it. Happens all the time with ya'll :)
| Jonathan Drain |
If you ask me, the damage dealt a shocking grasp discharged into water would be divided among the targets in the water. It probably shouldn't do full damage to all characters in the area, because that's giving shocking grasp the effect of a fireball, which is a little too powerful a bonus just for there being some water.
| Saern |
I would say fireball radius, half damage to everyone, and maybe dissallow a Ref save (how would it work?) unless you have evasion, in which case you can make a Ref save, but not use evasion. I would allow improved evasion to let someone make a save as if they had normal evasion. A successful save deals one-quarter damage.
I was just thinking about an hypothetical event like this recently.
| farewell2kings |
If you ask me, the damage dealt a shocking grasp discharged into water would be divided among the targets in the water. It probably shouldn't do full damage to all characters in the area, because that's giving shocking grasp the effect of a fireball, which is a little too powerful a bonus just for there being some water.
I agree with Jonathan...yes, the water can increase the potential area of effect of the electricity, but it won't increase the damage-just conducts it further.
| ignimbrite78 |
maybe allow a reflex save and then ask for a jump check to see if they actually clear the surface of the water...
ok, if you *want* to get technical the damage dealt is a function of the radius, actually it would be proportional to the inverse of the radius squared, considering a rasius unit is 5 feet for D&D.
within 5' it deals full damage (1/(1*1))
between 5' and 10' it deals (1/(2*2)) = one quater damage
between 10' and 15' it deals (1/(3*3)) = one ninth damage
feel free to argue with my math, i am tired and cannot add 2+5 at the moment.
you can see that it bleeds out very quickly and the potential for damage is very limited.
heck if you want to toss around lightning bolts etc you could also apply the same principle.
| Gubbaffet the gnome |
I remember when I first tried to cast a element like spell under water...what was it. I think it cone of cold, ya that's it. It did some damage to me and froze my hands in a block of ice (we were completley underwater) but it kept the enemys stuck in the corner of a room. They died of starvation... Player inginuity should be rewarded and you may or may not agree with that but if something like lighting bolt happened in water I think it should damage the caster by a little (talking full subbmersion) and should have a forty foot radius blast.
~GtG, just my two cents