Aquatic Magics and Invocations

So your enemy makes a "cloud" of deoxygenated water blocking the entrance to his lair. What is the best way to get through it when you are swimming after him? Aside from polymorph self and shapechange, my 3E PH does not have anything that would do the trick...
 

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Holding your breath. The cloud has to be large indeed to be large enough to stop this simple tactic, as the rules for holding your breath are pretty lenient.

Also, the general tips for breathing in de-oxified water, given above.
 


Propel Missile
Level: Wiz 1, Rng 1, Dru 1, Clr 1, Pal 1
Components: V, S
Casting Time: 1 immediate action
Range: Personal or touch
Target: 1 hurled weapon or 12 missiles (arrows, bolts, or sling stones)
Duration: 1 round
Saving Throw: None
Spell Resistance: No
This spell turns the water flowing around a submerged weapon into a swirling jet that propels a hurled or fired ranged weapon such as a javelin or sling stone toward its target, eliminating the natural resistance of a watery environment. This negates any penalties applied to a ranged weapon used underwater. The effect lasts one round unless the weapon strikes a target, which also ends the effect. The caster does not have to be the user of the weapon, it may be cast on another person's weapons.
 

I don't see why fireball wouldn't work. Just, instead of shooting a ball of fire, you'd shoot a ball of heat that feels like boiling lobster-water.

Also, in making the giant octopus, don't forget it's horrible, crippling venom if it bites you.
 

Although designed for Pathfinder, there's the Cerulian Seas campaign setting by Alluria Publishing. Its the premiere undersea campaign setting with some monsters, new classes, rules for 3D combat, elegant rules for buoyancy and a lot more. Since a lot of the subsystems are specific only to the Cerulian Seas, and not Pathfinder per se, using these rules as is in your 3x game should be more than possible.
 

I am looking for wizard spells and warlock invocations that are more useful in an aquatic situation. If someone has already published something I see no reason to re-invent the wather wheel. Also, what lines of thought should I be working on for my own powers? What difficulties do you think spellcasters will have under the waves that they will resort to magic to solve? Hmm...

may not help you with conversions of spells. but the old adventures that tackled this in the formation of the game could be looked at for ideas. D2 Shrine of the Kuo Toa had a few spells that acted different under water. as such Dragon Magazine had several articles on it which later got used for a hardbacks like the survival guides during the 1edADnD days

another one to really try to get your hands on is U3. the finale for the saltmarsh series.
 

I don't see why fireball wouldn't work. Just, instead of shooting a ball of fire, you'd shoot a ball of heat that feels like boiling lobster-water.

Also, in making the giant octopus, don't forget it's horrible, crippling venom if it bites you.

Would a fireball be able to spread out against the pressure of the water? I think the radius of effect would be shrunk...
 

What are the rules for water pressure? If you could magically increase or decrease the effects of water pressure on a target you could either crush them or relieve pressure. Does Freedom of Movement protect you from water pressure? Hmm...
 

THis is what the SRD has to say about water pressure:

3.5 SRD said:
Water Dangers

[---]

Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.
 

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