Hi need help with Shocking Grasp Cast whilst in water Damage


Rules Questions


Here is set up monk was bring held and crushed by large crab (giant size). There was a fighter stood next to crab hitting it and the mage was stood in water. Every one of said characters and monster were in contact with water.

The Mage cast shocking grasp at crab doing 8 point of damage to every body in water ever herself, is this the correct way it should have been done. Logical I know its a spell but says does electric damage.

Our DM informed me that he asked on pathfinder site and was told damage was counted as magical and should be divided equally between monsters and characters.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I don't believe there are any rules regarding conductivity and electrical attacks. Shocking grasp should have just hone damage to the creature touched. Nor do I think there is any reason to change the damage type.


There is no rule that states that electrical damage underwater gets spread out amongst everyone. The rules are silent regarding electricity and water.

However, it is long standing tradition that when electricity meets water it turns into an area effect. How that is adjucated depends on the type of effect it was to begin with.

A non-area effect the damage should be split equally.

An area effect (such as a lightning bolt) should turn into something like an electric version of fireball under water.

However, both are GM fiat.

- Gauss


hm, there is this urban legend that if a radio falls into a bathtub you die, is also used a lot for series and movies, but is in fact wrong 95% of the time

I don't know of any specific rule on magic/spells used in water, and usually the few spells that are affected by circumstances (like being in water) extra mention it. Not even Fireball describes if it has different results in water, although reading its circumstancial description of melting some metals I assume it would boil the water.

You can use a stunner in water, and only affect the one person you target, it won't shock all other people in the water at the same time, I believe Shocking Grasp would/should work like it too. It is a touch spell after all, not a multi-target/area spell

Shadow Lodge

dreamspeaker wrote:
Our DM informed me that he asked on pathfinder site and was told damage was counted as magical and should be divided equally between monsters and characters.

This is a houserule and not how the Pathfinder rules work.


joriandrake: The rules on water state how fire spells work underwater (caster level check DC20+spell level, CRB p432).

- Gauss


"underwater" doesn't equal "in water", it doesn't have to be under it, one could just stand in it as example


The best rule on spells is to assume they do /exactly/ as they say they do. Burning hands lights things on fir ebecause it says it does not because its a fire spell. IF it didnt have a line mentioning this you could cast it on dry paper all day and nothing will happen as far as the rules are concerned.

So shocking grasp has no extra effects inw ater because it doesnt say it does.


joriandrake wrote:

hm, there is this urban legend that if a radio falls into a bathtub you die, is also used a lot for series and movies, but is in fact wrong 95% of the time

Due to modern circuits designed SPECIFICALLY to prevent that. Without them, it does happen, and it's been proven scientifically.


Mojorat wrote:
So shocking grasp has no extra effects inw ater because it doesnt say it does.

However…

Core Rulebook, p432 wrote:
Some spells might function differently underwater, subject to GM discretion.


deuxhero wrote:
joriandrake wrote:

hm, there is this urban legend that if a radio falls into a bathtub you die, is also used a lot for series and movies, but is in fact wrong 95% of the time

Due to modern circuits designed SPECIFICALLY to prevent that. Without them, it does happen, and it's been proven scientifically.

Is it your contention that magic works according to the rules of modern science?


Here's how I see it -

If the target of the Shocking Grasp is holding someone. The damage from shocking grasp still only hits the person targeted.

...so standing in water would have no effect at all.

Now, if you tried using it under the water. That's a GMs call.


MyTThor: I believe it was Deuxhero's contention that radios in the water no longer kill people because of modern technology that prevents this. I did not see him comment about magic relating to modern science. Joriandrake brought up modern science.

Matt2VK: I agree with your interpretation above water although if trying to touch the target above the water I would apply a cover bonus. Electricity follows the path of least reistance so a touch above water (while standing in it) should not ever go through the water.

Below water I like p432 of the CRB as Thanis pointed out and would rule that it becomes an area affect.

- Gauss

Scarab Sages

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Its magic, it does not need to make sense, if you cast a spell and it targets 1 dude touched, then when you touch that dude it gets hit and nothing else matters.

And that's all I have to say about that.

RPG Superstar 2012 Top 32

deuxhero wrote:
joriandrake wrote:

hm, there is this urban legend that if a radio falls into a bathtub you die, is also used a lot for series and movies, but is in fact wrong 95% of the time

Due to modern circuits designed SPECIFICALLY to prevent that. Without them, it does happen, and it's been proven scientifically.

This reminds me of an Alkaline Trio song.....

Anyways, spells do what the spell descriptions say they do. They don't care if you are touching water, a copper net, or fancy clockwork armor. Unless the spell says differently. Or the base rules for magic, like fire spells cast underwater.

It's neat to come up with a cool trick, but they should really be one-offs. Otherwise, it can lead to abuse. The game was designed for certain parameters, and altering those parameters can have unintended consequences.


SmiloDan: I agree with what you say...all the way until it gives GMs carte blanche to adjucate spells underwater on p432.

In the hands of a GM that is working with the players for the greater good of the game I see this as a good thing. Example: If I hadn't allowed a lightning bolt to turn into a 'lightning ball' underwater my players would not have been able to zap a BBEG in one battle and it would've gotten away.

But, in the hands of a GM that is unforgiving about this sort of thing I can see it being used against the players as seems to be the case with the OP.

- Gauss


the core issue here is: if a GM can do something with a spell to have secondary or different effects, then the players should later be able to use the same methods too


Thanis Kartaleon wrote:
Mojorat wrote:
So shocking grasp has no extra effects inw ater because it doesnt say it does.

However…

Core Rulebook, p432 wrote:
Some spells might function differently underwater, subject to GM discretion.

Yes that's an underwater rule, not a water rule. For example if I cast fireball under water it makes a steam ball. But if I cast it above water the water blocks it completely.

I dint think the rule is there to do more than apply fantasy affects to your magic. Pretty sure it has nothing to do with an attempt at science.


Some good point as a single target spell maybe only effect main target and anyone touching him. The monk character was being held by crab so would say officially one target. Or to share damaged out to each person in water equally which would have been 2 hp each. As this was a small electrical charge.
But would say if it was something like lightning bolt each char takes full damage. as a larger electrical charge.


Turning a shocking grasp into an aoe effect with water is a dangerous house rule that is easy to abuse.

IF I wanted to make a house rule for electric spells and water I'd rule that they do half damage because most water found in nature or dungeons and the like is highly polluted with salts and stuff and thus conductive, leading the electricity away from the body all the while. At the same time the water cools the target lessening the fact that electricity deals a good part of its damage by heating what it flows through.

The silliest electricity rule was in earlier D&D versions (could have been AD&D) where you got double damage for wearing metal armor.
So by wearing something that has a higher conductivity than your body, which in other words prevents the electricity from flowing though you, you get more damage? Yea right.

So what your GM ruled is ok as a HR, it is not RAW and it is not reasonable from a scientific point of view but RPGs don't have to follow the laws of nature.


especially so as humans themselves don't understand the laws of nature yet properly, and common folks have a dozen+ rumors and misinformation of them

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