Aquatic Magics and Invocations

Just slapped this together while getting ready for bed...
Crushing Tide
Level: Wiz 2, Dru 2, Water 2
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 creature
Duration: 1 minute per level
Saving Throw: Fortitude negates
Spell Resistance: No

This spell increases the effects of water pressure around a single target, adding 1d6 hp of damage per minute, the equivalent of 100 feet of depth, per 3 caster levels. Targets must save each minute to avoid the damage. The increased pressure zone moves with the target unless they successfully surface above the water.
 

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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.
It works just fine, if you make your Spellcraft check.
SRD said:
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 Spellcraft 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 a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.
 

So what actually happens when you "successfully" cast Fireball underwater? I am thinking it would have a range of zero and not explode, essentially creating a big ball of steam right in front of the caster, who better be protected from the heat to survive it...
 

So what actually happens when you "successfully" cast Fireball underwater? I am thinking it would have a range of zero and not explode, essentially creating a big ball of steam right in front of the caster, who better be protected from the heat to survive it...
Since the SRD states that "...otherwise the spell works as described", it would go off at whatever point the caster specified, up to the maximum range, just as if the spell were cast out of water.

A fireball successfully cast underwater acts just as a normal fireball, except that it 1) creates a 20' radius bubble of steam, rather than a 20' radius blast of fire, and 2) would not set combustible objects on fire.
 

Just slapped this together while getting ready for bed...
Crushing Tide
Level: Wiz 2, Dru 2, Water 2
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 creature
Duration: 1 minute per level
Saving Throw: Fortitude negates
Spell Resistance: No

This spell increases the effects of water pressure around a single target, adding 1d6 hp of damage per minute, the equivalent of 100 feet of depth, per 3 caster levels. Targets must save each minute to avoid the damage. The increased pressure zone moves with the target unless they successfully surface above the water.

Okay, not really sure about the mechanics of this spell. Does it look balanced? Does it need some tweakage?
 

Hungry Depths (lesser invocation, 3rd)
This invocation is an aquatic version of Hungry Darkness that fills the water in the area of effect with a swarm of piranhas.
 

Okay, not really sure about the mechanics of this spell. Does it look balanced? Does it need some tweakage?

Looks decent on first sight, probably a bit underpowered. Slow spells like these are not much called for. Could use either a Long range or that damage is applied each round, but in the later case it kind of loses its point (emulating water pressure). It could also be a curse (making it harder to dispel).
 


A little tweakage. Made it usable on objects so you can attack a submerged vehicle or structure and changed the range to Long. Also added it to the Sorcerer list. If someone say has a small submersible or an aquatic hut, you could crush it if it had a low Hardness. At high levels this can just squish a weak target.

Crushing Tide
Level: Sor/Wiz 2, Dru 2, Water 2
Components: V, S
Casting Time: 1 standard action
Range: Long
Target: 1 creature or object
Duration: 1 minute per level
Saving Throw: Fortitude negates
Spell Resistance: No

This spell increases the effects of water pressure around a single target, adding 1d6 hp of damage per minute, the equivalent of 100 feet of depth, per 3 caster levels. Targets must save each minute to avoid the damage. The increased pressure zone moves with the target unless they successfully surface above the water. The target must be fully submerged at the casting of the spell for it work, otherwise it is wasted.
 

Back to working on new spells...

Dead Water
Level: Druid 4, Water 4, Wizard/Sorcerer 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area of Effect: 30 foot radius sphere
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell creates an area of deoxygenated water, rendering it unbreathable by fish and other aquatic creatures. Water breathing creatures in the area of effect cannot breathe and must hold their breath until the spell ends or they are able to move out of the area. Failure to do results in drowning. The water appears completely normal and is not poisonous, being safe to drink, but water breathing creatures taking even a single inhalation of it through their gills know what it is immediately and refuse to enter it.

Dark Tide
lesser invocation
Equivalent Level: 4th
Description: You cast Crushing Tide as the spell. In addition, the target is blinded by a cloud of silt that blocks all vision including dark vision and low light vision.

Blood Tide
greater invocation
Equivalent Level: 6th
Description: You cast Crushing Tide as the spell. In addition the target is caught in a cloud of supernatural blood that blocks all vision and drains one point of Strength each round. Sharks and other predators can smell the blood up to a mile away are attracted to the scent.
 

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