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Under water spell casting
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<blockquote data-quote="Storyteller01" data-source="post: 3085519" data-attributes="member: 20931"><p>These are some house rules I found on line a while back. They might help.</p><p></p><p></p><p></p><p> Spells with verbal components require a Spellcraft check (DC 10 + spell level) to cast successfully, unless the caster is under the influence of a spell that grants the ability to breathe water. </p><p> If a spell has material or focus components, consider the effect of the aquatic environment on them. </p><p> The components can be stored in watertight containers, but casting a spell with components in such containers requires a Spellcraft check (DC 10 + spell level). </p><p> If a spell has the Fire descriptor, it produces a cloud of steam or boiling water that deals half the damage normally caused by the spell, and that dissipates after one round.</p><p> Spells that create mists or clouds are less effective underwater. The spell has normal effect on the first round, half effect on the second round, and then dissipates unless the spell specifies otherwise. </p><p> Spells with the Sonic descriptor deal double damage and have double range underwater. </p><p> Any ice created by a spell floats to the surface unless weighted down or anchored. </p><p> Ice storm deals normal cold damage but only 1d6 points of impact damage. </p><p></p><p>Perceptions Under Water</p><p> Sunlight cannot penetrate water at all past a depth of 650 feet. All ranges relating to vision are halved due to the diffusing effects of the water.</p><p> Darkvision and low-light vision eliminate penalties due solely to distance from the surface. Further, low-light vision becomes useless beyond 500 feet. If it is night or the sky is overcast, this depth is halved.</p><p> Saltwater is painful if a character’s eyes are exposed to the, a Fortitude save (DC 15) is required once per minute for the character to keep his eyes open and avoid squinting or otherwise limiting his vision.</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 3085519, member: 20931"] These are some house rules I found on line a while back. They might help. Spells with verbal components require a Spellcraft check (DC 10 + spell level) to cast successfully, unless the caster is under the influence of a spell that grants the ability to breathe water. If a spell has material or focus components, consider the effect of the aquatic environment on them. The components can be stored in watertight containers, but casting a spell with components in such containers requires a Spellcraft check (DC 10 + spell level). If a spell has the Fire descriptor, it produces a cloud of steam or boiling water that deals half the damage normally caused by the spell, and that dissipates after one round. Spells that create mists or clouds are less effective underwater. The spell has normal effect on the first round, half effect on the second round, and then dissipates unless the spell specifies otherwise. Spells with the Sonic descriptor deal double damage and have double range underwater. Any ice created by a spell floats to the surface unless weighted down or anchored. Ice storm deals normal cold damage but only 1d6 points of impact damage. Perceptions Under Water Sunlight cannot penetrate water at all past a depth of 650 feet. All ranges relating to vision are halved due to the diffusing effects of the water. Darkvision and low-light vision eliminate penalties due solely to distance from the surface. Further, low-light vision becomes useless beyond 500 feet. If it is night or the sky is overcast, this depth is halved. Saltwater is painful if a character’s eyes are exposed to the, a Fortitude save (DC 15) is required once per minute for the character to keep his eyes open and avoid squinting or otherwise limiting his vision. [/QUOTE]
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