Skull and Shackarrs
Spell Mechanic Rulings
Electricity and Water
- A directed underwater electrical attack becomes a burst centered on the caster with a radius in 5ft increments equal to half the hit-dice in damage rounded up (so a 6d6 lightning bolt would spread to 15 feet), it effects everyone in that burst for 1/2 damage. That includes you. No saving throws for reduced damage in these conditions.
- If a burst electric spell is cast underwater, the caster is always also hit (even if he normally would not be), the radius is halved, but the spell does full damage. A ranged burst such as fireball has only its burst affected; the path pre-ignition is not affected. Ball Lightning’s duration fizzles on contact with water and does its damage only on that single round of contact.
- When hitting a body of water with an electricity spell from outside the water, everything within 5 ft of the surface of the hit takes 1/2 damage (target square essentially). Anything deeper than that is unaffected. If the target is merely standing in water, it takes full damage.
- Electricity spells are not harder to manifest underwater the way fire spells are, and thus do not require an extra caster level check on top of the underwater casting concentration check.
- Directed summoned offensive spells such as Flaming Sphere and Ball Lightning do not break conventional invisibility.
- The perception check to locate the sound of an invisible caster (if you are trying to be quiet) is DC 15 + 1/10 per 5 ft. So at 150 feet on a calm day the check would be DC 30, if it was windy it would be very difficult. If you aren’t being quiet the DC would be a straight 1/10 per 5 ft.
- Ball Lightning can be summoned anywhere within its range, not just on the caster.
- There is no issue preparing buff spells to be cast before the time of a known engagement, ex. preparing to board an enemy ship.