Wizard for an Aquatic Game


Advice


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


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.

Sovereign Court

That Air Bubble spell will also negate difficulty spellcasting underwater until you get Water Breathing.

Read up on the rules for spellcasting underwater in the Environment chapter of the CRB; don't get too attached to your fire spells.

Silver Crusade

ClintOfTheEasternWood wrote:

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.


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).

Sovereign Court

Talk to the GM about a spellbook that's water-proof by design. I've been thinking about silver plates with the text stamped into it, rather than parchment and ink. It'll be heavier, but also more resilient.


1 person marked this as a favorite.

silver is anything but waterproof. Unless its alloyed, it tarnishes and corrodes in seawater quite rapidly, and any adjacent pages would fuse together. i once picked up a lunp of black metal that used to be silver bullion coins, until they spent some time in the atlantic.

Sovereign Court

Hmm. Maybe gold then?


Aluminum
Salt H2O will destroy anything. You just need to find something resilient and lightweight and clean the salty buildup daily.


Any other race ideas other than undine? I'm also looking at making a water wizard from APG. I was looking through the beastiaries, but i guess the genasi didn't carry over from 3.5


NM. Upon further research I found the sea elf which is third party, but that's not usually a problem with my group.


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.


Amulet of adaptation or ideally helm of underwater action


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.


Kind of annoying that this is a 2nd level spell, but it will protect your spell book well enough.

*Edit: Forgot that I could just put a link in there.

Scarab Sages

hgsolo wrote:
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.


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.


Try an Aquatic Elf?

It'll probably make things a lot easier on you.


Also since this book came out I am pretty sure a pathfinder tales novel I think it was city from the fallen sky mentions books that are protected and function underwater.


Maybe a Gillman sorcerer?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Wizard for an Aquatic Game All Messageboards

Want to post a reply? Sign in.