Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Underwater Spellcasting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sword of Spirit" data-source="post: 7623190" data-attributes="member: 6677017"><p>Depends on if you have "smart" magic or "dumb" magic (like a lot of this topic does). Smart magic would have it's own built in AI that interprets and adapts. Dumb magic would be simple tech that can't interpret. D&D magic generally requires it to be somewhat smart (as most magic systems do whether or not they realize it), but when writing rules about it they often forget that it is smart and try to give rules to govern dumb magic.</p><p></p><p>In this case, the spell would make bubbles that made the water cloudy. That's what underwater "fog" would be, and smart magic wouldn't have any problem enforcing that effect on to the weave of magic. Dumb magic would slightly slow the motion of dissolved oxygen and nitrogen atoms within 20' of a point of origin defined by the angle that the caster's finger is pointing and a distance defined in a variable in the verbal component. Underwater this would likely have negligible effect; which would likely be irrelevant since the verbal component likely would be off and ruin the casting. And of course, that assumes there are atoms in D&D Land, which is a stretch in my opinion. I strongly recommend acknowledging and using some degree of smart magic, rather than trying to technologize your magic. You don't have to make magic virtually sentient by any means, but it's a lot easier to make it effectively "know what it's doing".</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7623190, member: 6677017"] Depends on if you have "smart" magic or "dumb" magic (like a lot of this topic does). Smart magic would have it's own built in AI that interprets and adapts. Dumb magic would be simple tech that can't interpret. D&D magic generally requires it to be somewhat smart (as most magic systems do whether or not they realize it), but when writing rules about it they often forget that it is smart and try to give rules to govern dumb magic. In this case, the spell would make bubbles that made the water cloudy. That's what underwater "fog" would be, and smart magic wouldn't have any problem enforcing that effect on to the weave of magic. Dumb magic would slightly slow the motion of dissolved oxygen and nitrogen atoms within 20' of a point of origin defined by the angle that the caster's finger is pointing and a distance defined in a variable in the verbal component. Underwater this would likely have negligible effect; which would likely be irrelevant since the verbal component likely would be off and ruin the casting. And of course, that assumes there are atoms in D&D Land, which is a stretch in my opinion. I strongly recommend acknowledging and using some degree of smart magic, rather than trying to technologize your magic. You don't have to make magic virtually sentient by any means, but it's a lot easier to make it effectively "know what it's doing". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Underwater Spellcasting
Top