Underwater Spell Casting


Dungeon Magazine General Discussion


Okay, I am in need of underwater casting in general. Where is this covered? I have found reference to Fire spells underwater needing a Spellcraft check to work so I am assuming it is possible for a mere humanoid wizard or cleric to cast underwater. Is the answer a Concentration check, with the DC 15 for violent motion? Does this assume non-aquatic humanoids can speak underwater without magical means, or is underwater casting possible only if freedom of movement, water breathing are aiding the character or the silent and still metamagic feats? Or polymorphing self into an aquatic humanoid? Your thoughts and experiences are welcomed.


Jester King,

First, let me say that I think some of your brainstorming thoughts could serve you just fine and should be considered along with what I am presenting below. That said, here are some of my suggestions/thoughts. :-)

I do not own Stormwrack, but I did pick up a copy of Fantasy Flight Game’s Seafarer’s Handbook on sale. It lists out the section on using magic underwater as Open Game Content (PG 29) so here’s a brief synopsis of what they came up with for underwater spell casting:

1) Spells with verbal components require a Spellcraft check (DC10 + spell level) to cast successfully unless the caster is under the influence of a spell or item that grants the ability to breath water. Silent Spell would be a good feat to have.

2) If a spell has material components, then consideration needs to be made for what effect being underwater will have on them. The components could be stored in watertight containers, but then the caster needs to succeed at a Spellcraft check (DC10 + spell level). Eschew Materials would be a good feat to have.

3) Spells that create mists or clouds are less effective. Normal effect first round, half effect on the second round, and then dissipates unless the spell says otherwise.

4) Spells with eth Sonic descriptor deal double damage and have double range underwater.

5) Any ice created by a spell floats to the surface unless weighted down or anchored. Ice Storm deals normal cold damage but only 1d6 points of impact damage. Other spells should be adjusted similarly.

As a further note, in 2nd edition a spell caster could not cast spells with verbal components underwater with just the use of water breathing. Spells or items such as airy water, underwater action, or freedom of movement were also required. The above guidelines do not have that restriction. Also, if a caster was holding his or her breath, you could allow them to cast a spell using the breath they are holding. However, that should deplete the held air in one round.

As far as source material goes, I recommend seeing if you can find an old copy Of Ships and the Sea. It was for 2nd edition, but it had a wealth of information that could be readily adapted to 3.X (that could in fact be all that Stormwrack is). In addition, if you only need the underwater information for a brief adventure, it might be a cheaper alternative. If, however, the game is going to be nautical and under seas based for an extended period of time, then I suggest you peruse Stormwrack at your FLGS and see if it could meet your needs.

I hope the above is of some use and good luck with your campaign.

Good gaming,
Mark


I think I responded to this thread in a different forum, but if not...

Check out the AD&D Complete Wizards Guide. It has a section on underwater spellcasting.

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