Underwater [Archive] - Wizards Community

Post/Author/DateTimePost
jokem

03-21-06, 07:39 PM
Where can I find rules about casting spells underwater?

If my character ends up falling overboard, could the
character use a scroll of water breathing without
having to do some sort of concentration check
while underwater, or would a potion be easier?
redgamer

03-22-06, 01:38 AM
Sorry, there are no rules anywhere explicately about using scrolls underwater.
Mortepierre

03-22-06, 04:21 AM
I imagine that the Stormwrack accessory must offer some rules in this regard but, not owning it, I can't say for sure.

From the SRD:

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise.

The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.

Lords of Madness has a new feat (Aquatic Spellcasting) that states that if you take it, water won't impede your spells. creatures partially/completely submerged won't gain cover, the water surface won't block your line of effect, and you won't need to make a spellcraft check to cast a [Fire] spell underwater.
jokem

03-22-06, 09:20 AM
Thanks, I guess this is a 'hole' in the rules.
solbergb

03-22-06, 03:05 PM
Yeah. Or as we say on lgchardiscussion "expect table variation"

You might want both a scroll and potion of water breathing, to cover all the bases. Or just pre-cast the spell...it lasts a really long time if you don't divide it among all the party members.
jokem

03-22-06, 08:09 PM
Yeah. Or as we say on lgchardiscussion "expect table variation"

You might want both a scroll and potion of water breathing, to cover all the bases. Or just pre-cast the spell...it lasts a really long time if you don't divide it among all the party members.

Actually I wanted to save my spell slots for something more useful, this
was just an emergency use in case I fell overboard, or maybe another party
member fell overboard unconscious. My character could try a rescue without
have to worry about drowning as well.
Casebier

03-23-06, 10:44 AM
However, if you're expecting underwater combat, you'll want Cloak of the Sea. It combines Water Breathing, Freedom of Movement, Blur and prevents nonlethal damage. If some part of you is out of water, you only benefit from Water Breathing.

Cloak of the Sea (SC 48, Dru5, Wiz/Soc6)

John Jr