Underwater Spell Adjustments - Cantrips
Control Flames becomes Control Light
You choose non-magical, non-sunlight lightsource (such as phosphorescence) that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that there is space to expand the light.
You instantaneously extinguish the light within the cube.
You double or halve the area of bright light and dim light cast, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the light and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Create Bonfire becomes Create Signal Light
You create an intense signal light on seabed that you can see within range. Until the spell ends, the signal light fills a 5-foot cube. Any creature in the light’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 radiant damage. A creature must also make the saving throw when it enters the light’s space for the first time on a turn or ends its turn there. Fire Bolt becomes Eel Shock
You shock a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A tiny creature (or smaller) hit by this spell must pass a Con save or be stunned. Green-Flame Blade
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause an ethereal green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes radiant damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). Gust becomes Sudden Current
Rather than a gust of wind, the spell causes a sudden current. This may be flavoured in other ways (such as a burst of bubbles). The spell otherwise remains the same. Produce Flame becomes Static Charge
A flickering, localized ball of electric sparks appears in your hand. The ball remains there for the duration and harms neither you nor your equipment. The ball sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the ball, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the ball at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage.
You choose non-magical, non-sunlight lightsource (such as phosphorescence) that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that there is space to expand the light.
You instantaneously extinguish the light within the cube.
You double or halve the area of bright light and dim light cast, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the light and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Create Bonfire becomes Create Signal Light
You create an intense signal light on seabed that you can see within range. Until the spell ends, the signal light fills a 5-foot cube. Any creature in the light’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 radiant damage. A creature must also make the saving throw when it enters the light’s space for the first time on a turn or ends its turn there. Fire Bolt becomes Eel Shock
You shock a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A tiny creature (or smaller) hit by this spell must pass a Con save or be stunned. Green-Flame Blade
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause an ethereal green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes radiant damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). Gust becomes Sudden Current
Rather than a gust of wind, the spell causes a sudden current. This may be flavoured in other ways (such as a burst of bubbles). The spell otherwise remains the same. Produce Flame becomes Static Charge
A flickering, localized ball of electric sparks appears in your hand. The ball remains there for the duration and harms neither you nor your equipment. The ball sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the ball, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the ball at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage.
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