Casting Spells Underwater (CWH)

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Assuming that the wizard can find a way to breathe underwater for extended periods (such as a water breathing spell or potion), most of his spells will function normally underwater, with identical casting times, ranges, components, and effects. There are, however, a number of exceptions, detailed below. Rather than being frustrated by these changes, the wise wizard will study them carefully and use them to his advantage
==Spells That Are Ineffective Underwater==
The following spells cannot be cast or will not function underwater. All spells are from the Player's Handbook except those labelled NS (for New Spell) which are found in Chapter 8 of this book. Spells marked with an asterisk ( * ) will function normally when cast within the bounds of an airy water spell.
===1st Level===
* affect normal fires*
* burning hands*
* jump*
* mount
* wall of fog*
===2nd Level===
* flaming sphere*
* fog cloud*
* pyrotechnics*
* summon swarm
* whispering wind*
===3rd Level===
* fireball
* flame arrow*
* gust of wind
* illusionary script*
* Melf's minute meteors
* wind wall
===4th Level===
* fire aura (NS)
* fire charm
* fire shield* (only the flame shield version of this spell is forbidden; the chill shield version functions normally)
* fire trap
* shout*
* solid fog*
* wall of fire
* wind breath (NS)
===5th Level===
* cloudkill*
* distance distortion
===6th Level===
* control weather
* death fog*
* guards and wards *
* lower water
===7th Level===
delayed blast fireball
===8th Level===
incendiary cloud
===9th Level===
meteor swarm