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General Tabletop Discussion
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How do you handle casting spells underwater?
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<blockquote data-quote="Paraxis" data-source="post: 6397158" data-attributes="member: 13009"><p>This does bring up an interesting thought on verbal components.</p><p></p><p><strong>Verbal( V )</strong></p><p><em>Most spells require the chanting of mystic words. The words themselves aren't the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance , sets the threads of magic in motion . Thus, a character who is gagged or in an area o f silence, such as one created by the silence spell, can't cast a spell with a verbal component.</em></p><p></p><p>It seems the "particular combination of sounds, with specific pitch and resonance" is what is needed. So underwater, being drunk, having broken jaw, those few days after a tongue piercing, getting a few teeth kicked out of your skull all kinds of things could mess with a casters ability to make "particular combination of sounds, with specific pitch and resonance".</p><p></p><p>So yeah total DM judgment call depending on conditions, I would take it easy if they were going to spend a long time underwater for say the entire adventure, but if it was just an encounter or two I would probably make them think of some creative way around it, like using a make shift diving helmet or something.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6397158, member: 13009"] This does bring up an interesting thought on verbal components. [B]Verbal( V )[/B] [I]Most spells require the chanting of mystic words. The words themselves aren't the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance , sets the threads of magic in motion . Thus, a character who is gagged or in an area o f silence, such as one created by the silence spell, can't cast a spell with a verbal component.[/I] It seems the "particular combination of sounds, with specific pitch and resonance" is what is needed. So underwater, being drunk, having broken jaw, those few days after a tongue piercing, getting a few teeth kicked out of your skull all kinds of things could mess with a casters ability to make "particular combination of sounds, with specific pitch and resonance". So yeah total DM judgment call depending on conditions, I would take it easy if they were going to spend a long time underwater for say the entire adventure, but if it was just an encounter or two I would probably make them think of some creative way around it, like using a make shift diving helmet or something. [/QUOTE]
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How do you handle casting spells underwater?
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