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See also Casting Spells Underwater (CWH).

Although the two main spellcasting classes achieve their power through radically different channels wizards spend years rigorously studying mystic lore and attempting to learn the secret of harnessing powerful energies through force of will, while clerics achieve their spellcasting ability through singular devotion to a deity or deities who grant the initiate a share of their own power-both groups release and direct their spells through the use of words, gestures, and (if the DM uses this optional rule) material components. The physical forces at work underwater increase the difficulty of successfully evoking and directing magical energy.

Verbal Components[]

Before a spellcaster can use a spell that requires a verbal component, he must freely articulate the necessary words and phrases. Submerged spellcasters find the task impossible without some form of appropriate magical assistance, as the short, burbled sound that emerges from an unassisted hero attempting to speak proves insufficient to cast a spell.

To cast spells with verbal components underwater, all spellcasters must use a magical item or spell that generates a field of air (such as an airy water spell or a helm of underwater action) or otherwise allows them to speak freely while submerged. DMs should note that, while the potion of water breathing and the water breathing spell allow users to breathe underwater, they do not allow speech or the casting of spells with verbal components.

Somatic Components[]

Spells requiring somatic components are extremely difficult to cast underwater. Increased water pressure and density, as well as swirling currents, make the hand gestures, arm motions and other kinesthesia necessary to release magical energy slower and more challenging to perform. Thus, all spellcasters must add 4 to their initiative rolls when casting spells underwater.

The initiative penalty is not cumulative with the normal underwater combat penalty (see Chapter 6 for details). It only applies to a spellcasting character who attempts to cast a spell while underwater. Certain magical items (such as a ring of free action) or spells that create a bubble of air around the spellcaster negate this penalty.

Optional Rule: Specialty Priests[]

Specialty priests of water deities suffer an initiative penalty of only 2 when casting spells with somatic components underwater. This reflects the deities' influence over the element.

The DM can also reduce the initiative penalty to 2 for elementalist wizards to reflect the specialists' familiarity with the physical properties of water.

Material Components[]

Table 46: Material Components Saving Throws

Component Saving Throw
Models and Miniatures
Bag, tiny 11
Bag, large 11
Bag, silk 16
Die 14
Doll, (replica of self) 12
Fan, silk 16
Fan, tiny 14
Glove, cloth 12
Glove, silk 16
Glove, leather 7
Glove, snakeskin 5
Glove, soft 13
Handkerchief, silk 16
Pouch, leather 7
Veil, silk 16
Vessel 13
Refined/Finished Items
Box, small 13
Chest, tiny 13
Gauze 10
Key, silver 4
Mirror, silver 5
Parchment (or Paper) 16
Playing Card 15
Powder (or Dust, any type) —*
Ribbon (& Bell) 11
Silk 16
Tissue, gold 15
Tissue, platinum 15
Vestment 9
Vellum 16
Water, blessed 13
Water, holy 13
Minerals
Chalk 14
Charcoal 9
Coal 5
Mercury (Quicksilver) 14
Sand 12
Common/Household Materials
Acorn 13
Bark Chips 12
Beeswax 6
Candle 6
Cloth, fine 12
Cloth, linen 9
Coffee Bean 13
Cord 8
Cord, silken 16
Corn, kernel 14
Cotton 12
Egg, shell 9
Eyelash 12
Fleece 14
Food 8
Fur 14
Gum Arabic 12
Handkerchief 12
Honey 14
Honeycomb 6
Humus 15
Leather 7
Meat, raw 12
Molasses 14
Oil 15
Peas 14
Rainwater (in vial) 13
Straw 13
String 13
Thread 13
Wax 6
Wool 14
Animal Specimens
Claw, cat 14
Claw, umber hulk 9
Cocoon 15
Cricket 15
Feather, any type 16
Flesh 15
Fur, any type 14
Fur, cat (sealed in box) 10
Glow worm 15
Grasshopper, leg 16
Hair 16
Hair, drow 14
Hair, giant 13
Heart, hen 9
Scale, dragon 5
Scale, snake 7
Skin, preserved 14
Skin, snake 7
Tongue, snake 13
Herbs and Plant Specimens
Aster seed 14
Bark 11
Berry, holly 4
Flower petal, any 16
Foxfire 13
Grass 16
Leaf, any type 16
Moss 13
Nut, shell 12
Oak wand 7
Root, licorice 13
Seed, sesame 16
Twig 9
Wood 11
Wychwood 11
* immersion immediately disperses or spoils these components.

The inclusion of material components as a requirement in spellcasting is an optional rule. Many DMs run successful campaigns without requiring spellcasters to use material components. However, DMs are encouraged to include material components in their campaigns. Through the application of this requirement, DMs have an effective method of controlling the use of magic and regulating game balance. After all, it's difficult for a mage to abuse the energy drain spell when it requires the essence of a spectre or vampire dust, as both material components are difficult to come by.

Large amounts of water, though, have a profound effect on all types of material components. Powders, paper, and other such delicate items used in spellcasting tend to spoil, corrode, or become absorbed by the surrounding water. As a result, spells that require the use of such components do not function underwater. It is impossible to cast such a spell unless the spellcaster magically protects his material components or casts the spell within a bubble of air. DMs should consult the comprehensive spell lists below to determine whether or not a certain spell can be cast underwater.

Optional Rule: Material Component Saving Throws[]

Material components serve as the physical focus for the energy unleashed in a spell. They are an integral part of a painstakingly researched and constructed process designed to call forth and direct magical energy. Material components must be as pure and unblemished as possible. The slightest damage in a component disrupts the magic's delicate balance of energy and spoils the spell. A special saving throw applies whenever a spellcaster uses a material component underwater. Unless otherwise noted, this saving throw is made at the moment a spellcaster attempts to use the component in a spell. It not only takes into account the item's vulnerability to water, but also the degree to which a spellcaster can manipulate it while submerged. Small or lightweight components may float away before the spell's completion. Failure indicates that the component in question undergoes enough change (whether through absorption, decay, or other negative interactions with water) or floats far enough away from the caster at the moment of casting to ruin the spell. Consult Table 46: Material Component Saving Throws for a complete list of components and their saving throw values.

A Word About Spellbooks[]

Spellbooks contain mystical secrets wrested from the universe and painstakingly codified and recorded through the wizard's diligent efforts. In short, spellbooks represent the sum total of a wizard's arcane knowledge. Without his spellbook, a wizard cannot memorize spells; he becomes all but powerless.

Wizards and most other non-clerical spellcasters fully understand the importance of their spellbooks. They use nothing but the highest quality materials when constructing such books and take pains to protect them from the ravages of time and the elements. After all, losing a spellbook to water damage while adventuring in the middle of a dark forest during a fierce thunderstorm can set a wizard's rise to power back by years.

Because of their high quality and layers of protection, most spellbooks can withstand the everyday rigors of adventuring. Jostling, falling, humidity, nonmagical heat or cold, and other general wear have little effect on such books. DMs rarely require spellbooks to make saving throws under such mundane circumstances.

Underwater adventuring, however, places great stress on traditional spellbooks and other written magical accouterments such as scrolls. These items must make a saving throw for every full day of immersion, unless magically protected from water damage. Spellbooks save on a roll of 12 or higher. Failure indicates that portions of the book sustain water damage, effectively destroying 1d8 spells. The DM should randomly determine which spells the wizard can no longer use from the spellbook.

The Player's Handbook and DUNGEON MASTER® Guide clearly state that spellbooks can come in almost any form. DMs can waive the saving throw requirement or assign a bonus for non-standard spellbooks that naturally resist damage by water-such as those made from fired clay, treated bark, metal, or stone.   

A Word About Holy Symbols[]

A priest's holy symbol represents his devotion to a collection of deities or to a specific power. It serves as the focal point of his faith and often channels the power bestowed by his deity to turn undead. In addition, priests often use holy symbols as material components for spells.

Because of their central importance in the life of clerics and priests, holy symbols are usually constructed from the highest quality materials. Holy symbols made from metallic or other water-resistant materials such as stone do not suffer any damage when immersed in water.

Those symbols vulnerable to damage by water (such as holly leaves, leather symbols, bark, and so on) must make a successful saving throw for each full day of immersion. These symbols possess a base saving throw of 12. The DM should feel free to modify this number based on the symbol's degree of vulnerability. A symbol made from paper, for example, might need a roll of 15 or higher to resist immersion.

Failure indicates that the symbol in question suffers damage. A priest (or paladin) cannot use a damaged holy symbol to cast spells or turn undead.

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