Teleporting into water

Minor point, as per the 3.5 DMG, a Decanter of Endless Water in geiser mode will put out about 4 cubic feet of water per round. It takes about 25 minutes to fill a 10' by 10' by 10' cube. Remember that when your cistern's empty.
 

log in or register to remove this ad

You shouldn't be able to cast spells underwater unless you can breathe water.

If you wanted to allow an air-breathing spellcaster to cast a spell underwater, I would say let him him do it with no Concentration check. However, he would have to immediately start making Constitution checks or start drowning, since any breath he had in his lungs would be expelled by the spellcasting.

This sounds like it's going to be a near or total party kill.
 

Urbannen said:
You shouldn't be able to cast spells underwater unless you can breathe water.

If you wanted to allow an air-breathing spellcaster to cast a spell underwater, I would say let him him do it with no Concentration check. However, he would have to immediately start making Constitution checks or start drowning, since any breath he had in his lungs would be expelled by the spellcasting.

This sounds like it's going to be a near or total party kill.
You can talk underwater and be understiood.
(Ever do that when you were a kid)
But you should have to empty of near empty your lungs when you do, that's right.
Good for role playing:
"What _One_ spell do I do to get us out of this?"

More later,

Vahktang
 

jgsugden said:
3.0 is not 3.5. If we're playing 3.5, that rule was removed. In the absence of official rules, DMs need to come up with their own rules...

From the 3.5 SRD:

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. (WildernessAndEnvironment.rtf, "Water Dangers")
 

Remove ads

Top