QUOTE (Arsenal p. 171 Underwater Magic)
Various Manipulation spells and Combat spells with elemental effects may not function or may work differently underwater.
Fire-based spells do not work underwater, as the water extinguishes any flames almost instantaneously, though Firewater/Napalm spells function normally. Blast effect spells take advantage of the concussive effects of explosions underwater (increase the DV by 1.5, round down) but they tend to create massive amounts of large bubbles, disrupting visibility. Acid-based spells are immediately diluted: targets receive a +2 dice pool bonus on their Spell Resistance Tests. Electricity-based spells are affected by the greater electrical conductivity of water. Normal lightning spells become area-effect spells, whereas area lightning spells double their radius of effect. Water spells work normally.
Fire-based spells do not work underwater, as the water extinguishes any flames almost instantaneously, though Firewater/Napalm spells function normally. Blast effect spells take advantage of the concussive effects of explosions underwater (increase the DV by 1.5, round down) but they tend to create massive amounts of large bubbles, disrupting visibility. Acid-based spells are immediately diluted: targets receive a +2 dice pool bonus on their Spell Resistance Tests. Electricity-based spells are affected by the greater electrical conductivity of water. Normal lightning spells become area-effect spells, whereas area lightning spells double their radius of effect. Water spells work normally.
Would you abstract those rules into general rules for elemental damage under water? (It certainly matches the underwater explosion rules already)
It's especially interesting concerning electrical attacks like tasers or stun batons:
Basically those would get an area effect with their Base DV as radius... so trying to club somebody with a shock hand or a stun baton under water isn't a good idea, while using the Shock-Orthoskin would make you a true copy of an electric eel.
Thoughts?