A quick question about casting underwater

Zinder

First Post
Before I ask, I apologize if this was answered, I saw a similar topic about underwater and sound but it didn't quite give me the information I was looking for. That said, my question is: Can a caster cast spells underwater? Assuming the characters are equipped with spells like water breathing and freedom of movement, can a caster still say the required words and use the needed components. Or, would water fill his mouth or his somatic movements be hindered by the water. I looked in the dmg for answers and I wasn't quite satisfied with the information. It should be said that I am obviously talking about land based characters, traveling to a underwater site.

I am playing a priest so I guess I am lucky (Tymoran priest, pardon the pun) that I mostly need my holy symbol as a divine focus. There is a mage in the group so I would assume he might be in a bit more trouble.

Thank you in advance ladies and gentleman,

Zinder
 

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The DMG doesn't list any changes to spellcasting for casting underwater, so I'd say you can cast spells just fine. It's a fair house rule to require some kind of Concentration check for it.
 

Id let you get one spell off, but if you stay underwater and keep forcefully using your voice to cast, your lungs will fill with water and drowning will start. I guess I should give an increasing CON check for that or something.
 

heirodule said:
Id let you get one spell off, but if you stay underwater and keep forcefully using your voice to cast, your lungs will fill with water and drowning will start. I guess I should give an increasing CON check for that or something.

What if the caster had water breathing cast on them. Would the con check not be needed for the duration of the spell?
 


Can you speak clearly underwater? I would rule that you can't without "water breathing" and impose a 50% casting failure (or completely ban it) without water breathing. Water breathing should negate this (even though it's not particularly realistic), unless you've a very specific idea of how water should work and your players know about this too - And any campaign in which you can't cast under water is going to make water even more dangerous (which is A-OK if that's what you want).
 

This actually came up in one of my games last year. We went all around the houses until deciding that, since we were going to be adventuring underwater for a few sessions, water breathing would suffice and casters would get no penalty as long as they were under the effect.
 

Alas and alack, no comment on this subject is made in the DMG, or the PHB.

Some people require the use of "Silent Spell" feat.
Some require Concentration checks.
Some say "Just go with water breathing."

Looking at previous editions for information (and a huge IIRC tagged here):
Water breathing didn't allow for spellcasting underwater. That required the 5th level spell Airy Water.
Airy water has been left for dead.

Personally, I'd go for "Silent Spell" feat, but allow a single spell cast from breath held, expending the air.
 

I'd let water breathing work; no problems.

the "one spell" rule applies in situations where they caster wasn't prepared for sudden immersion. :-). Like when the 1 foot deep swimming pool is filled by the Raise Water spell.
 

green slime said:
Looking at previous editions for information (and a huge IIRC tagged here): Water breathing didn't allow for spellcasting underwater. That required the 5th level spell Airy Water.

Not so. Again in 1E, there was no general restriction on casting spells underwater. It was called out that you might have trouble with specific material components. There was also a one-page list of specific spell alterations and prohibitions (mostly fire spells, animal summonings, etc.) -- and it was airy water that allowed even the fire spells to work underwater.

So all that is pretty similar to how I read the current 3E rules (substituting Spellcraft checks for airy water spell re: fire spells). From 1E DMG p. 56:

Spell use underwater will be limited to the same ranges and distances as in dungeons. In addition, there are problems with spell preparation, as many material components will be altered by or will not work correctly underwater. Some spells will be altered in effects as well. Fire-based spells (such as fireball) will not function at all underwater (except within the radius of an airy water spell). Electrical spells will be conducted to the entire surrounding area - a lightning bolt will behave as a fireball, etc. As Dungeon Master, you can alter whatever spell preparations or effects you deem necessary and reasonable...
 

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