Creative Casting


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.

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(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.)
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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.