The same general tricks that worked back in the day should work now. Fire just doesn't work underwater, cold has a reduced range/area and might create a nice big chunk of ice in the area, lightning changes from whatever it shape it was supposed to be into a burst.Spells? How do I address the fact that water and fire, lightning and cold just don't mix? Yeah, I could handwaive it as "it's magical" but I really don't want to. Are there good alternatives?
There's water genasi, I suppose. You could have a race of Atlantean/Lemurian style humans who don't breathe water or have blue skin, but do have skills & equipment adapted to living underwater, either magical or fantasy-tech type solutions - like the scuba gear made from giant shells in the old Mysterious Island, for instance.Playable races? I'm not a particular fan of either monstrous races or "underwater humans with blue skin"
There are sea elves, so I suppose you could have sea-gnomes, who are also fey. If you use the 3e-gypsy-style halflings, they could be wandering in ships instead of caravans; if you use the traditional hobbitsy-borrowing halflings they could live in comfortably-renovated air-filled gaint-monster-shells, like communal hermit crabs.and I'm particularly lost as to what would be good underwater variants of gnomes and halflings. Sure, I could leave them out, but I'd like to have something.
Murky water perhaps enough so to make a difference, sure.Radiant: I mean, it's light, right? So will water diffuse it in some way?
Yes & yes. Shorter ranges & smaller areas, but leaving ice behind. Could be interesting/different.Cold: Will a cold spell freeze water? Could a ray of frost even travel underwater?
Yes, then again, it becomes an 'inhaled' toxin, since it'd be absorbed by the water-breathers in the area.Poison: Would Poison Spray be diluted underwater?
Acid would presumably be 'washed off,' too, though, it might be deadly by damaging gills.Acid: Or Acid Arrow?
Seems reasonable. It might create an actual wave.Thunder: Water is a better conductor of sound than air, so would that affect spells like Thunderwave?
It's a valid style, and one D&D has certainly tended towards in some ways at some points.I once had a DM who kept getting caught up on the science of how things should work, and pretty soon we were having to deal with convection and the "crushing depths of the sea floor", among other things.
The secondary DM for my group once had an entire session of his homebrewed campaign take place underwater.
He ruled that fire would deal only half damage, and that thunder would deal maximum damage (to the great delight of the Thinderwave-spamming Bard)
You are always dealing with three dimensions, not two, when throwing a fireball.Throw a fireball underwater, and you get a larger stream of bubbles, which then explodes, creating a concussion under the waves, as well as an area of not just boiling water, but rolling boiling water, effectively flash cooking everything in a 20 radius SPHERE. Not a circle, but a sphere, because now you are dealing with 3 dimensions, not two.
Nod, but under water just about anyone can swim in three dimensions, even if not very well - unlike flying through the air.You are always dealing with three dimensions, not two, when throwing a fireball.
I like the idea of thunder spells having increased range. I think making them deal max damage may be overpowered if the entire campaign is under water. In fact if the entire campaign is underwater you might want to adjust spell levels. Maybe fire spells are 1 level lower and thunder spells (if you keep the max damage) are 1 level higher.
In fact, if the campaign is entirely underwater, you could go the opposite route: keep all the spells the same as what it says in the PHB. But for those rare occasions when the party is fighting in AIR, then fire spells deal double damage, thunder spells deal half damage, etc. This will be MUCH easier than adjusting most spells every time you cast them.
Nod, but under water just about anyone can swim in three dimensions, even if not very well - unlike flying through the air.
This is true.Nod, but under water just about anyone can swim in three dimensions, even if not very well - unlike flying through the air.
On land you aren't 'always' dealing with 3 dimensions, for instance, if no one in the party flies, only battles where at least one enemy does will automatically go '3D' - especially if the battlefields tend to be comparatively level.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.