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Underwater spellcasting
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<blockquote data-quote="Liquidsabre" data-source="post: 1870947" data-attributes="member: 15635"><p>Yup, the DMG is deplorably devoid as far casting underwater goes. Best to stick with 3rd party undersea adventures-type books (Seas of Blood, Broadsides!, etc.) that address the issue of underwater casting with greater detail. Either that or just wait for Maelstrom to come out next year (the WotC environmental series: ocean book I believe).</p><p></p><p><em>Edit</em>- as a helpful note I'll include the house rules I utilize for underwater spellcasting for my sea-going campaign:</p><p></p><p>A spellcaster under water without a <em>freedom of movement</em> spell may cast spells if they succeed at a standard concentration check (DC 15+spell level). If the spell cast requires a verbal component and the caster is without a <em>water breathing</em> spell, the caster becomes subject to drowning rules in the following round having expended their air supply for the casting.</p><p></p><p>I also adore the additional alteration to the various energy descriptor spells when casting underwater that I found in the naval adventuring book <em>Broadsides!</em>. Acid spells damage is instead spread over a few rounds rather than all at once due to dilution and suspension in the water, electricity spells become are effect spells that lose damage dice over range, etc. Neat stuff.</p></blockquote><p></p>
[QUOTE="Liquidsabre, post: 1870947, member: 15635"] Yup, the DMG is deplorably devoid as far casting underwater goes. Best to stick with 3rd party undersea adventures-type books (Seas of Blood, Broadsides!, etc.) that address the issue of underwater casting with greater detail. Either that or just wait for Maelstrom to come out next year (the WotC environmental series: ocean book I believe). [I]Edit[/I]- as a helpful note I'll include the house rules I utilize for underwater spellcasting for my sea-going campaign: A spellcaster under water without a [I]freedom of movement[/I] spell may cast spells if they succeed at a standard concentration check (DC 15+spell level). If the spell cast requires a verbal component and the caster is without a [i]water breathing[/I] spell, the caster becomes subject to drowning rules in the following round having expended their air supply for the casting. I also adore the additional alteration to the various energy descriptor spells when casting underwater that I found in the naval adventuring book [I]Broadsides![/I]. Acid spells damage is instead spread over a few rounds rather than all at once due to dilution and suspension in the water, electricity spells become are effect spells that lose damage dice over range, etc. Neat stuff. [/QUOTE]
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