| ClintOfTheEasternWood |
Hey everyone,
My group is starting up an aquatic game based on an undersea Atlantis housed in giant magic bubbles. So in short our game is going to be something like 50/50 in and out of the water. The world is low tech, but high magic. I was considering an elven wizard as a foreigner from lands above the sea. What I need help with is my spell selection.
What spells will I need to operate underwater and why? Right now I know of Water Breathing and Touch of the Sea from APG. Magic Item selection would also be appreciated.
Clint
| Third Mind |
Perhaps Air Bubble. Could be a back up for water breathing, keep certain important items dry and if your DM promotes creativity and works well on the fly, I always thought it'd be interesting to see what'd happen if you aimed your bubble at a creature that needs water to breath. However, that's unadvisable as it is a touch spell.
That may not be what you're looking for, but in my opinion it's a useful spell to have all around when you don't have much else you want or need.
Riuken
|
Hey everyone,
My group is starting up an aquatic game based on an undersea Atlantis housed in giant magic bubbles. So in short our game is going to be something like 50/50 in and out of the water. The world is low tech, but high magic. I was considering an elven wizard as a foreigner from lands above the sea. What I need help with is my spell selection.
What spells will I need to operate underwater and why? Right now I know of Water Breathing and Touch of the Sea from APG. Magic Item selection would also be appreciated.
Clint
Fire and electricity spells may be bad choices, depending on your GM. Summons are probably even better than usual due to the versatility of them being useful in and out of the water, and in the water there is more space for more/bigger creatures (3 dimensions without flying). The cantrip spark is probably near useless. Polymorph spells that let you become aquatic animals and elementals are really good. Anything that affects the floor with the assumption of gravity is bad (create pit, grease, reverse gravity). Fly spells are probably bad. This is all in regards to being underwater btw; the part inide the bubles is pretty straightforward.
PROTECT YOUR SPELLBOOK! Water isn't nice to books, and seawater is even worse (it'll make the fighter mad too). As far as gear goes, it's pricy but a ring of freedom of movement is nearly a must. You will want to gain a swim speed somehow.| Tinalles |
Playing an Undine -- with the alternate racial trait that makes you amphibious, or the racial feat that does the same -- would make life a lot easier. Also, the Undine wizard favored class bonus lets you learn spells with the [water] descriptor for free.
That said, if an elf is what you want, an elf is what you want. Be sure to take a look at the Water wizard school from the APG, which gives you all kinds of bonuses on Swim checks (and eventually a swim speed).
| HaraldKlak |
I would suggest a non-aquatic race, since your character is a foreigner from above ground. Trying to adapt to your new surroundings seem like a great story, and one I'd choose not to avoid by being an aquatic being.
Air bubble works, as some has mentioned, to let you breathe below the water. However, both that and water breathing might still have some difficulties concerning pressure and low temperatures from being at the bottom of the sea, so it might be a limited solution.
The temperature troubles could be solved with endure elements.
Life Bubble will manage all of it (but is lvl 5).
The best solution is probably Alter Self and Beast Shape, which can grant you a swim speed.
| Tiny Coffee Golem |
I'm sure there are spells and/or magic items to protect your spellbook from water. I'd need to do some research to double check, but the short and cheap method would be to get a pathfinder pouch (1Kg) and turn it "off" when underwater.
Sapphire Onion
|
Kind of annoying that this is a 2nd level spell, but it will protect your spell book well enough.
And despite its title Book Ward protects any object from liquids, fire and acid for days at a time. Which may be very useful in an underwater campaign.
| Markon |
Hello everyone, I am resurrecting this thread because, well, I'm about to be in a mythic campaign, starting as a L 12 Transmutation specialist, with either 2 or 3 mythic levels (depending on a few things), but to get to the point, the setting is very much an archipelago. I expect water to be a major concern.
Also, the GM set our starting gold VERY low for our level (or maybe there was a typo, I will ask him about it soon), so protecting my few pieces of gear from damage, and being able to function nicely in water, are both priorities. I guess I'm just curious if anything new (especially spells) that's great for water campaigns has came along.