Spells That Are Modified When Cast Underwater (CWH)

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The following spells are altered as described when cast underwater. All spells are from the Player's Handbook, except those labeled NS (for New Spell) which are found in Chapter 8 of this book
==1st Level==
Chromatic Orb (NS): The heat, fire, and stinking cloud effects are unavailable underwater.
==2nd Level==
Filter (NS): Instead of filtering vapors, filter eliminates poisons in the water.
Ice Knife (NS): Because of water resistance, an ice knife cast underwater can strike targets only within 10 yards. It causes a maximum of 1-4 hit points of damage.
Melf's Acid Arrow: The acid from this arrow lasts only a single round before it is washed away by surrounding water.
==3rd Level==
Fly: This spell enables the subject to swim effortlessly at any depth and in any direction, even if the subject is encumbered or is normally too heavy to float. The maximum speed is 9.
Lightning Bolt: Instead of a stroke, the electrical discharge takes the form of a sphere with a 20-yard radius, centering on the point where a stroke would have occurred if the spell had been cast above water. All those within the sphere suffer 1d6 hit points of damage per level of the caster; the maximum damage is 10-60 (10d6) hit points. A successful saving throw reduces this damage to half (round fractions down).
Monster Summoning I: Only creatures that can breathe and function underwater can be summoned. (If available, the DM should use the appropriate Aquatic Monster Summoning table in the Monstrous Compendium.)
Phantom Steed: A phantom steed created underwater is a hippocampi with a black forebody and silver-gray scales. These steeds do not gain the special traveling or flying abilities of the regular phantom steeds, but they do gain the movement rate of 4 per level of the spell caster (to a maximum movement rate of 48). Otherwise, they are similar to the steed created by the spell.
==4th Level==
Ice Storm: The hail stones created by this spell will be as large as normal, but their downward force is greatly reduced, inflicting only 1-10 hit points of damage before floating toward the surface. The sleet variation of this spell is useless underwater, since all of the sleet melts as soon as it is created.
Monster Summoning II: Only creatures that can breathe and function underwater can be summoned. (If available, the DM should use the appropriate Aquatic Monster Summoning table in the Monstrous Compendium.)
Wall of Ice: A wall of ice can be formed underwater, but it immediately floats to the surface and bobs in the water like an ice floe. This renders the ice plane and hemisphere variations useless. The ice sheet variation of this spell inflicts no damage underwater.
==5th Level==
Conjure Elemental: Air elementals and fire elementals cannot be conjured underwater. Earth elementals must remain on the floor of the sea, lake, or river from which they are conjured. While unable to leave the floor, they can still attack creatures or assault constructions that are resting on or are imbedded in the floor. Water elementals can be conjured normally.
Monster Summoning III: Only creatures that can breathe and function underwater can be summoned. (If available, the DM should use the appropriate Aquatic Monster Summoning table in the Monstrous Compendium.)
Transmute Rock to Mud: This spell operates underwater as it does elsewhere, except that the mud immediately begins to dissipate. If cast on the ocean floor (or the floor of any other body of water), only extremely heavy creatures who are unable to swim are in any danger of sinking into the mud.
==6th Level==
Chain Lightning: Underwater, this acts as a lightning bolt of twice the normal size (either a forked bolt up to 20 feet wide and 80 feet long, or a single bolt 10 feet wide and 160 feet long. However, it strikes only a single object and inflicts only 1d6 hp of damage for every level of the caster (save vs. spells for half damage). It will not arc to other targets.
Conjure Animals: Only creatures that can breathe and function underwater can be conjured.
Monster Summoning IV: Only creatures that can breathe and function underwater can be summoned. (If available, the DM should use the appropriate Aquatic Monster Summoning table in the Monstrous Compendium.)
Otluke's Freezing Sphere: The frigid globe variation of this spell can be extremely dangerous to the caster when cast underwater. The globe of absolute zero matter will instantly freeze the water around the caster into a block of ice of a volume equal to 50 cubic feet per level of the caster. The entombed wizard will immediately float to the surface. Unless he receives assistance or is able to free himself, he will immediately begin to suffocate.
Part Water: This spell can be used to form a "tunnel" through water-filled areas, no wider than 10 feet in diameter. The "tunnel" contains air, enabling creatures inside it to breathe normally.
Transmute Water to Dust: Casting this spell underwater causes a "hole" to open in a previously water-filled area. The size of the "hole" is up to 10 cubic feet per level of the caster. Assuming there is sufficient surrounding water—that is, if the spell was not cast on or near the surface of the water—the unaffected water will rush in, inflicting 1 hit point of damage per level of the caster to all within (no saving throw).
==7th Level==
Monster Summoning V: Only creatures that can breathe and function underwater can be summoned. (If available, the DM should use the appropriate Aquatic Monster Summoning table in the Monstrous Compendium.)
Mordenkainen's Magnificent Mansion: At the caster's option, the mansion can be filled with water, or the influx of water can be prevented, keeping the mansion's interior tidy and dry.
==8th Level==
Monster Summoning VI: Only creatures that can breathe and function underwater can be summoned. (If available, the DM should use the appropriate Aquatic Monster Summoning table in the Monstrous Compendium. )
Sink: This spell places the subject a specified number of feet beneath the floor of the lake, ocean, or sea. The magic of the containment will radiate through the water to the surface.
==9th Level==
Monster Summoning VII: Only creatures that can breathe and function underwater can be summoned. (If available, the DM should use the appropriate Aquatic Monster Summoning table in the Monstrous Compendium.)