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5E underwater thoughts
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<blockquote data-quote="Yaarel" data-source="post: 7209313" data-attributes="member: 58172"><p>Thoughts underwater ...</p><p></p><p>Make the Water Breathing spell a 1st-level spell. 10-minute Ritual every 24 hours, makes aquatic setting possible for all player characters. Note: this spell grants no swim speed.</p><p></p><p>Combine the underwater setting with the overwater coastal-seafaring setting.</p><p></p><p>Piercing weapons only. Even swinging a sword is awkward underwater, and might deserve disadvantage.</p><p></p><p>Nets are kinda useless underwater. Normally, they are thrown thru the air above water to cover an area and then their peripheral weights sink. Alternatively, they are dragged by boats. Conceivably, two or more swimmers could stretch a net out between them to try catch targets. But awkward.</p><p></p><p>It is possible to swim in a chain shirt.</p><p></p><p>Lighting damage is radius. But if Self is the origin, it wouldnt harm the Caster.</p><p></p><p>Fire damage is nonfunctional. (But there are special exceptions, like Greek Fire that floats on top of water, used for ship battles.)</p><p></p><p>Cold damage works, but ice may crystallize.</p><p></p><p>Allow the Fly spell to serve as Swim speed.</p><p></p><p>The situation of underwater makes the Alter Self spell useful. It must be cast twice to use both the Water Breathing and the Disguise.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7209313, member: 58172"] Thoughts underwater ... Make the Water Breathing spell a 1st-level spell. 10-minute Ritual every 24 hours, makes aquatic setting possible for all player characters. Note: this spell grants no swim speed. Combine the underwater setting with the overwater coastal-seafaring setting. Piercing weapons only. Even swinging a sword is awkward underwater, and might deserve disadvantage. Nets are kinda useless underwater. Normally, they are thrown thru the air above water to cover an area and then their peripheral weights sink. Alternatively, they are dragged by boats. Conceivably, two or more swimmers could stretch a net out between them to try catch targets. But awkward. It is possible to swim in a chain shirt. Lighting damage is radius. But if Self is the origin, it wouldnt harm the Caster. Fire damage is nonfunctional. (But there are special exceptions, like Greek Fire that floats on top of water, used for ship battles.) Cold damage works, but ice may crystallize. Allow the Fly spell to serve as Swim speed. The situation of underwater makes the Alter Self spell useful. It must be cast twice to use both the Water Breathing and the Disguise. [/QUOTE]
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