Fight with UNGOL-PAGH


Hell's Rebels


My group will be running against him next Saturday and I was looking for some advice, in the coming fight. The Skum will be alarmed and fully buffed before the fight, and I apologize for the question from a novice dm, but how will the Wand of LIghtning be affected by the underwater combat?


CRB wrote:

Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell's line of effect.

Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

So he should be able to cast it without a problem since he can breathe water. You could maybe do some stuff with the electricity damage arcing more because of the water, or doing more damage, but that falls under the GM discretion bit.


xrayregime wrote:
CRB wrote:

Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell's line of effect.

Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

So he should be able to cast it without a problem since he can breathe water. You could maybe do some stuff with the electricity damage arcing more because of the water, or doing more damage, but that falls under the GM discretion bit.

I swapped it out for a wand of Diamond Spray. Slightly less generic and it felt like a better choice.


Since it seems to be DM fiat under the rules, I'd just change the lighting spells to cones.

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

This encounter actually nearly killed my entire party. If possible lure the group into that long slender hallway leading to his watch station and if you choose to keep lightning bolt as it is (like I did) just unload it down the hallway again and again as the party tries to get at him.

My party referred to him as 'fish wizard' and they hated him.

They got revenge though when the sorcerer used the wand to kill the aboleth in the next chapter.

Silver Crusade

Pathfinder Adventure Path Subscriber

Aquatic Adventures clarifies that magical electricty =/= mundane electricty and it works underwater just fine without electrucuting the entire area.


Thank you everyone for the help this takes a load of my shoulders!


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It was a murder hallway, and I did take out one member of the party over the course of the battle...and another one almost with Hideous Laughter. Just the fights with the devil and possibly the devilfish and then wrapping up events and book 2 will be done!


My party used silence to shut him down almost immediately. He was able to flee (thanks to defensive spells) to the drowning devil, but they annihilated both without much trouble.

Although, half the party took so much STR poison that they were paralyzed and had to be dragged back to the well. So if they hadn't ended the encounter so quickly it could have swung the other way hard.

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