Creative
Casting
The Three Components to
a Spell
| Verbal
| Material | Somatic
|
No matter what kind of
spell caster you are, spells are always made up of some kind of
component. Standard casting has three types; Verbal, Material, and
Somatic. These components are vital, and are more often than not a
requirement. Some spells may only use 1 or two of these components,
which may make a certain spell or school more desirable. Most often
times, these can also become an extremely creative means to
role-play.
Verbal components
are most often incantations, small phrases, or a single word. If it
is required by the spell then a wizard must be able to speak. This is
the most common component to a spell, which makes a silenced wizard
almost a non-threat. They can be the hardest to role-play, because it
requires some execution. There are no easy ways to use the verbal
component creatively, which makes it easy to overlook. Knowing a bit
of Latin can make for an interesting flair, as well as sounding as if
in the heat of the moment.
Material components
become the most pesky things. Spells that require them are worth it,
but you only have a finite amount of material. This is also an area
that can be ambiguous, because a spell might ask for a “Leaf” or
“Colored Sand”. By choosing a specific material over an other one
that can be used, you can fine tune some role-play. Maybe a mint
smell takes to the air when you cast with a mint leaf. Perhaps the
colored sand is your character's favorite color. This method could
make casting the same spell unique depending on what is available to
you.
Somatic components
are by far the best way to add memorable moments to your sessions.
This component is a movement or motion, allowing you to illustrate
the spell your character is casting. When you cast Fireball, you may
buck your arm back with a supposed recoil, or when casting
invisibility you may wrap yourself in an invisible cloak. The
possibilities are truly endless, as each spell could warrant any
motion and can be tailored to a character for a certain style.
--------------------------------------------------------------------------------------------------------------------------
(Example – After a
volley of war shot is fired, Juxin the Wizard has a round to react.
He casts Protection from Normal Missiles, which deflects all normally
fired or thrown missiles.
(Player) “I
thrust my left fist forward while gripping a piece of turtle shell,
imagining my arm threading the straps of a tower shield 'Deflecto'.
Quickly, I go to a kneeling position with my back half turned,
holding my arm up as if I were covered by a massive shield.”
(GM) As the
arrows come down and are sure to strike, they deflect away just as
contact should be made, leaving you unharmed.)
--------------------------------------------------------------------------------------------------------------------------
Cantrip, The 0-Level
Spell
Cantrip is the very first
spell a wizard normally casts, and most often times only involves a
Somatic component. This is a very simple hand motion that resembles
the desired action to occur, and can be a very easy way to tie into
the performance part of role-play. A GM with the somatic movements
for just a few common cantrips can spark the group's emotion toward
role-play. A player can learn these gestures, and use it as a way to
silently role-play when the time comes. Cantrips are simple and can
be just as memorable as a Fireball spell.
With so many cantrip-like
spells to cast, it can be very easy to find learning movements to be
daunting. But you only need to know a few of the common ones to help
facilitate the mood. Most cantrips are the simple hand motions we
make to actually do stuff. For example, tying a shoe could be
translated into a simple hand motion. Even if you don't practice how
a cantrip can be done, you can still come up with it in mid game. Not
everyone has to cantrip the same way every time, so it make be unique
to a character or NPC. The standard “Candle Light” cantrip is a
small flame at the end of ones index finger after a short snap. A
special way to do this cantrip might be to drag your finger like a
match, or even clap your thumb down into a fist to have partial flame
concealment. The possibilities are endless, as there are so many very
small things you can do with cantrip.
The spell is extremely
flexible with what it is capable of. The general limitations to
cantrip are:
- They can not cause loss of HP
- They can not affect concentration of spellcasters
- They can not duplicate any other spell effects
These rules make creating
your own cantrip fairly easy, allowing you to innovate a way to make
a remedial task that much easier.
Adding a Theme to Your
Casting Style
Some wizards who specialize
in a school or element might have a specific way to cast spells. From
a very noticeable wind up to the most subtle of dances. A theme to
your casting can be a pivotal part of how your character is played.
An Illusionist may only cast when they feel their somatic movements
are concealed, or an Evoker might always cantrip a flame in their
hand and only manipulate the fire they produce to cast further
spells. Getting other proficiancies may help you in weaving the theme
together, such as dancing while casting
No theme or style should be
able to give you any benefit beyond what the spell states. Just
because it would make sense if your spell was better because you were
doing a specific action, doesn't make the spell any more effective.
In all cases, consult your
GM before settling on how a casting theme or style should be played
mechanically. Some systems allow you bonuses because you cast in an
awkward way, while in others you may need some sort of skill that
would make sense for you to even perform the style.
Alternative Spell Usage
Taking a spell and making
it your own is always a great moment to have, but using a spell in an
unintended way and making it work is a labor of art. Understanding a
spell in and out, and quickly making what you have work in a pinch
sticks out.
Most times, the effect a
spell has when used in an alternative way will be far less than what
a more pointed spell would do. The outcome might be just enough of
what you were looking for, or could be just not how you imagined it
would be. Ultimately, it is up to the GM to determine how well the
outcome turns out to be.
In an obscured
circumstance, a quick thinking caster uses Detect Magic, knowing
their opponent is using an enchanted weapon. This will allow a
character better visibility to see the foe and either dodge or cast.
This may open up other options for them to use, or even level the
playing field.
Casting Fog and focusing
his Cantrip, along with his skills to Paint, Scuplt and
Ventriloquism, Athale the Arcane Entertainer would tell stories to
entire taverns and inns all throughout the realm, but also show them
through colored shapes and moving scenes with fog. Throwing his voice
into the sound effects of the foggy fireworks and tiny poofs of horse
hooves, he would do all of this, only to pick up a lass for the
evening... for free.
Using Fire Trap on a tiny
steel box can be the start of a firearm. By attaching the box to a
barrel, and having a mechanism to open the box, the very first
propulsion system for a fire arm could be made. Depending on the
engineer, it could be as crude or masterfully crafted as they
pleased. As long as Fire Trap, or a way to recharge the item is made,
anyone could use this.
Noticing that your foe is
getting help from a nearby caster, it is clear to that the enemy
casting is concentrating on your current foe. A spell that requires
him to see him could be the cause of why he is so hard to defeat.
Thinking quickly, you cast invisibility to everyone within 10'. This
will give his enemy a Save v. Spell, but if failed, will also cause
him to become invisible.