| Post/Author/DateTime | Post |
|---|---|
| ElvenEnigma02-07-04, 09:12 PM | Hello, I have a question for all of you clever spellcasters out there. How do you/can you make your spells more interesting? Just saying, "I cast Charm Person," sounds boring to me, and I'm looking for ways to "spice" it up while not wasting too much time in the process. Spells with components or focuses are usually easy to describe without saying "I cast (insert spell here)." I'm just looking for any ideas on how to make casting spells containing only verbal or somantic componets....funner....if that makes any sense. Anyway, I'd appreciate any constructive input. Peace |
| Seeker9502-07-04, 09:46 PM | I've found lots of D&D players seem to have difficulty making their spells different without changing the mechanics. (Note: I've found many who have no problem with it either). Maybe it's because I spent a number of college years immersed in Marvel Superheroes RPG, where the power control fire could be chosen by ten different players and never look the same in each character. Each player used the mechanics of controlling fire, but the way the power was manifest varied from hero to hero. The way to add flavor in D&D is to pick a few descriptive elements and apply them. You mentioned charm person: Give four different casters charm person. 1. Caster One is a walking inferno mage. He likes fire. Lots of it. So he has created a fire theme in almost all of his casting. When he successfully casts charm person, the target feels a warmth spread over his/her body (with no mechanics impact). If the spell is successful, the warmth stays. If it fails, the warmth fades away. 2. Caster Two is a dominator. When he gets in a battle, he prefers to either talk his enemies into quitting, or make them fight on his side. When he casts charm person, his somatic component is a simply pinching of the thumb and forefinger before his eyes, as he squeezes the will out of his target. 3. Caster Three is your generic generalist. His spells look and operate exactly the way they come out of the book. 4. Caster Four is of a planetouched race. While he still chooses spells from across the board, each of these manifest in a slight blurring of reality around him, as he engages his otherworldly nature. His hair may change color ever so slightly as he casts the spell, or his eyes flash with the elemental energy he is manipulating. Players of Sorcerers seem to have an easier time of this because the core rules already mention using "themes" in your character creation. But this can be applied to all casters, arcane and divine, generalist or specialist. |
| gpstar02-07-04, 10:10 PM | those are great ideas.... to bad the micromanaging power hungry jerk DMs won't allow things like that. I tried to do something like that with my PC, but my DM was so micromanaging and such a control freak that it was dissallowed....that HE would describe everything. For example I cast a spell and described it as effect A (no mechanics change just something like cooling and soothing), he said no, and demanded it was a different effect that he then described. ARGH I eventually quit that game. |
| Sir Pandemonium02-08-04, 02:52 AM | Originally posted by Seeker95 I've found lots of D&D players seem to have difficulty making their spells different without changing the mechanics. (Note: I've found many who have no problem with it either). Maybe it's because I spent a number of college years immersed in Marvel Superheroes RPG, where the power control fire could be chosen by ten different players and never look the same in each character. Each player used the mechanics of controlling fire, but the way the power was manifest varied from hero to hero. The way to add flavor in D&D is to pick a few descriptive elements and apply them. You mentioned charm person: Give four different casters charm person. 1. Caster One is a walking inferno mage. He likes fire. Lots of it. So he has created a fire theme in almost all of his casting. When he successfully casts charm person, the target feels a warmth spread over his/her body (with no mechanics impact). If the spell is successful, the warmth stays. If it fails, the warmth fades away. 2. Caster Two is a dominator. When he gets in a battle, he prefers to either talk his enemies into quitting, or make them fight on his side. When he casts charm person, his somatic component is a simply pinching of the thumb and forefinger before his eyes, as he squeezes the will out of his target. 3. Caster Three is your generic generalist. His spells look and operate exactly the way they come out of the book. 4. Caster Four is of a planetouched race. While he still chooses spells from across the board, each of these manifest in a slight blurring of reality around him, as he engages his otherworldly nature. His hair may change color ever so slightly as he casts the spell, or his eyes flash with the elemental energy he is manipulating. Players of Sorcerers seem to have an easier time of this because the core rules already mention using "themes" in your character creation. But this can be applied to all casters, arcane and divine, generalist or specialist. As a "general idea," I would have to say that altering the "flavor" or your spells is not allowed. I base this a feat I read somewhere... I forget where now, might be Forgoten Realms... That allowed you to add one "flavor" to your spells. If it is an accepted practice to require a feat for this "tuning," it should not be allowed on a "whim." Personally, I have no real problem with it. Describe as you like - I always say. And if you do a good enough job of it, I would award bonus XP. But that is my personal opinion, and not my generic one. |
| Seeker9502-08-04, 09:47 AM | Originally posted by Sir Pandemonium If it is an accepted practice to require a feat for this "tuning," it should not be allowed on a "whim." Forgotten Realms has a habit of micromanaging flavor. Further, while FRCS is "official", I would not consider it "accepted practice". You won't find it accepted at official tournament events. Nor will you find it "accepted" in three of the four campaigns I am involved in locally. |
| Luminous Crayon02-08-04, 09:47 AM | Originally posted by Sir Pandemonium As a "general idea," I would have to say that altering the "flavor" or your spells is not allowed. I base this a feat I read somewhere... I forget where now, might be Forgoten Realms... That allowed you to add one "flavor" to your spells. If it is an accepted practice to require a feat for this "tuning," it should not be allowed on a "whim." Maybe you're thinking of the Spell Thematics feat? It lets you change the appearance of your magic, but gives you a mechanical bonus. Enemy spellcasters have a harder time identifying (and therefore, countering) your spells, because the spells look so different than normal. The fact that you spend a feat on Spell Thematics is balanced by the fact that your spells are harder to identify, not by the fact that they look different. If a player just wanted to change the appearance of her spells, without changing the function in any way or giving any numerical advantage, that's excellent. Not only do I allow it (without requiring a feat), I encourage it. It's things like that that make the game more interesting. |
| Salla02-08-04, 10:36 AM | Either the PHB or DMG says that casters can alter the 'visuals' of their spells, so long as doing so doesn't significantly affect the way the spell actually functions. So, say, a Green Fireball with a Yellow Core is good; an illusory dragon appearing that breathes the Fireball isn't (it adds another spell, the illusion, to the Fireball). I would not let a caster change the visuals on his spells, though, once they're learned. If the Magic Missile in your spellbook looks like glowing red arrows, then they'll always look like glowing red arrows. |
| Sildatorak02-08-04, 01:25 PM | Originally posted by Seeker95 2. Caster Two is a dominator. When he gets in a battle, he prefers to either talk his enemies into quitting, or make them fight on his side. When he casts charm person, his somatic component is a simply pinching of the thumb and forefinger before his eyes, as he squeezes the will out of his target. Is a successful saving throw obtained by putting your hands up to the sides of your head to keep him from squishing it ;) |
| Sildatorak02-08-04, 01:25 PM | döppelposte |