The current problem
Heat based attacks (and a few others) such as fire, plasma, magma, and so on, do not work when submerged underwater.
This poses a huge issue when it comes to diving spots as heat magic users are left completely unable to defend themselves from sharks.
Shark repellant potions haven’t been implemented either, I assume this will help to aid heat users more, but it doesn’t negate the issue and solve it, it just puts a bandage on it.
The proposal
I propose a list of unique interactions that heat and energy based magics can have when under a certain depth of water, I’m also going to include ice and wind into this list since from my knowledge these don’t work underwater either.
Let’s start listing all these new interactions that I came up with along with the help of @Crusade @Coolboy13347 and @wmdrayal
→ turns into an earth type attack underwater.
→ no change, less range.
→ turns into a steam projectile
→ basically the same thing that fire/plasma does but with a different visual effect, creates a cloud of pollution that deals DoT, can be seen from the surface as a black/purple puddle in the ocean.
→ compacts into a sharp frigid blast that leaves a trail of cold mist in the water, dealing more damage.
→ creates a large and slow projectile, no damage change
→ creates a smaller sized projectile that leaves a trail of murky water behind it, no damage change.
Reasons for implementation
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this gives magic users who can’t attack underwater a better fighting chance against shark attacks.
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adds unique properties to magics that could be used in other various ways.
Possible issues with this suggestion
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Might be hard to implement for various reasons
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Might not be balanced
Please share your thoughts on this
EDITS: removed explosion and lightning due to new knowledge that these work underwater, added sand, replaced wind with snow.