Post by Xxsuperheroxx on Mar 4, 2023 4:45:34 GMT -6
Underwater Spell Use:
The following spells cannot be cast or will not function underwater:
Cleric:
Druid:
Magic-user:
Illusionist:
*spells that can be cast and will function within the bounds of an airy water spell.
The effects of the following spells will be substantially altered when cast underwater:
Cleric:
Druid:
magic-user:
The following spells cannot be cast or will not function underwater:
Cleric:
- 3rd level - speak with dead*
- 4th level - lower water, speak with plants*
- 5th level - atonement*, flame strike, insect plague
- 6th level - aerial servant
- 7th level - control weather, wind walk.
Druid:
- 1st level - predict weather.
- 2nd level - fire trap, heat metal (though its reverse, chill metal, well work), produce fire*
- 3rd level - call lightning, pyrotechnics*, summon insects.
- 4th level - animal summoning I, call woodland beings, produce fire*
- 5th level - animal summoning II, control winds, insect plague, pass plant, wall of fire.
- 6th level - animal summoning III, conjure fire elemental, fire seed, weather summoning.
- 7th level - Chariot of Sustarre, control weather, creeping doom, fire storm
Magic-user:
- 1st level - affect normal fire*, burning hands*, find familiar.
- 2nd level - pyrotechnics*
- 3rd level - fireball*, flame arrow*, gust of wind
- 4th level - fire charm, fire shield - hot flame* (the cold flame version of this spell will still function), fire trap, wall of fire, distance distortion
- 6th level - control weather, guards and wards*, lower water
- 7th level - cacodemon*, delayed blast fireball
- 8th level - incendiary cloud, polymorph any object*
- 9th level - meteor swarm
Illusionist:
- 1st level - wall of fog*
- 3rd level - illusionary script*
- 7th level - first level magic-user spells: affect fires*, burning hands*
*spells that can be cast and will function within the bounds of an airy water spell.
The effects of the following spells will be substantially altered when cast underwater:
Cleric:
- 6th level - part water: this spell can be used to form a "tunnel" though deep water, no wider than 10' in diameter.
- earthquake: effect are as follows: TERRAIN Underwater - causes shoch waves stunning all within range who fail to save vs. death magic for 5-20 rounds.
Druid:
- 7th level - conjure earth elemental: an earth elemental conjured underwater will have to stay in the sea, lake, or river floor from which it was conjured, and cannot venture into the water. However, it may still assault creatures or constructions resting on or in the ground.
magic-user:
- 3rd level - fly: this spell will enable the recipient to swim easily at any depth desired, even if encumbered or normally too heavy to float. Maximum speed or 9".
lightning bolt: underwater, this spell resembles a fireball as pertains to area of effect. Instead of a stroke, the electrical discharge takes the form of a 2" radius sphere, centering on the point where a stroke would originate were the spell cast above water. All those within the sphere will suffer the full effect (saving throw indicates one-half damage.) - 4th level - ice storm: the icy hail formed by this spell will be very large but weak in downward force, inflicting only 1-10 hit points of damage before floating to the surface. Sleet will melt instantly and have no effect.
wall of ice: a wall of ice can be formed underwater, but it will immediately float to the surface and bob about like an ice floe. - 5th level - conjure elemental: air and fire elementals cannot be conjured underwater at all, earth elemental conjured underwater will have to stay in the sea, lake, or river floor from which it was conjured, and cannot venture into the water. However, it may still assault creatures or constructions resting on or in the ground, there is no problem about conjuring water elementals, of course.
- 6th level - Otiluke's freezing sphere: this spell is extremely dangerous to the caster if invoked in its first manifestation while submerged. The globe of absolute zero matter, when formed underwater into a block of ice of a volume equal to 50 cubic feet per level of the caster. This will last a number of rounds equal to the level of the caster. unless immediate aid is forthcoming, the magic-user will suffocate (the ice entombed magic-user will immediately float to the surface, of course).
part water: this spell can be used to form a "tunnel" though deep water, no wider than 10' in diameter.