Most of the time I will tell my players what spell an enemy is casting though never what level they are casting it at. But lately I've been thinking about spicing up combat and giving it some more tension by describing what spell is being cast rather than saying the name of the spell. But would most spellcasting players be able to identify the spell anyway? I know the Verbal component of a spell is the same for any caster, but are the Somatic component the same? Does every Wizard make the same hand motions to cast Fireball?
I know XGE has an optional rule for identifying a spell during combat using your reaction. Has anyone used this to decent effect or does it really only ever work maybe once? An enemy makes the sounds and hand gestures for Fireball - Your Wizard already knows what's coming, maybe a few of your melee players have seen Fireball before so they know what's coming, maybe only the Barbarian has no idea what's about to happen.
My players aren't Counterspell fiends but I suppose only describing the spell would make their decision to use it harder. I also have a BBEG in a campaign I'm working on that I want to interact with the players well before they should ever be facing each other to really assert just how powerful this thing is. Maybe have the BBEG surprise the party when they're level 5 and begin to cast Meteor Swarm but purposely fizzle it out. Describing orbs of fire forming in the sky and plummeting to the ground around them dissipating just before impact instills a lot more fear than, "it casts Meteor Swarm but cancels the spell just before impact"
Personally I don't tell my players what spell is being cast on them, at least for the first time. I'll describe the casters actions and the effect, but thats it. If it happens to be a spell that one of the players knows as well, it they cast it against the party again I'll use the name of the spell, since it's logical that the party member would recognize a spell they know.
I've never really thought about the verbal and somatic angle but I guess subconsously I always assumed they each had their own language and movements for casting, and have been making my players see the spell cast once before they can counter spell it. Counter spell hasn't come up too much in my current campaign yet, only one party member has it and they haven't faced off against too mant major spell casters yet, but its something I'll need to think about now
I rarely tell my players what spell is being cast. I don't really consider if the caster would recognize it or not - it's happening in a split second. In combat, with stakes high and lives on the line, you're not going to sit there and analyze the subtleties of magic. When you see crackling energy forming around the mage's hands, you react.
I'm pretty tight-lipped about magic in general. I might allow someone with arcana proficiency to investigate some runes and determine their school, but unless a character is very high level and has expert training in arcana, magic in my worlds is not something any old adventurer can easily identify. In part, it's because I also view the practice of magic as a very personalized thing. Fireball will look totally different mid-cast if someone is using components versus a focus versus an item. It will also look different if someone is a light cleric invoking their deity's censure on the ungodly versus a sorcerer calling up primal magic within themselves. But again, that's just me.
Yes for ones they ahve seen a lot. The PCs have had plenty of fireballs cast at them, so they all know what that looks like. The PC mage is really, really fond of lightning bolt, so they all know what that looks like.
For other spells, a Reaction is needed to identiy the spell, using an INT check (various skills might apply depending on the spell).
Some spells i name, others i describe. I depends of how iconic the spell is, how creative i am with it, what D&D table i play with if i play online the info is displayed automatically etc...
I describe the spell thematically and if any of the casters know and cast the spell themselves then I check their passive arcana (make good use of passives!) or if they don’t know the spell have them make an arcana check. If they roll high they know what spell it is, medium they get the idea of the spell (e.g. Enemy mage casting fireball [I would’ve described an orange bead above their finger which they quickly hurl at you, the players would’ve gotten that was fire ball, but I digress] they roll ok, I tell them: from the verbal and somatic components they sound like more offensive magic and it’s clear from the strain that they are putting in a decent bit of effort into the spell) and if they roll low, they get nothing.
Thats how I run it, but you run it however you feel comfortable.
As a dissenter, I never tell players the spell that is being cast. I do describe the aftermath, but not the details of the casting. I don't think a person could follow the details of mage casting a spell over the chaos of the battle and I agree with theology of bagels that mages might use different materials, wands, incantations, etc, to get the same result. Lastly, I don't encourage players to read the spell descriptions outside of their own spells and I certainly pull spells from as many sources as possible and re-skin them so no one know what is coming. If there was a PC or NPC they worked with regularly, I would allow them to know a spell they were casting, although that would rarely be helpful.
My two cents....
Rollback Post to RevisionRollBack
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Apologies for raising this from the dead, but for me the issue is more important when it comes to buffs/debuffs the enemy is using. A fireball will clearly look like a fireball, but how does Protection from Evil be described or other similar buffs?
As an another example, when someone has Slow cast on them, when do you reveal they can't use reactions etc?
Nope, they will see the spellcaster move their hands or speak arcane words (depending on the S or V components). I'll then describe the spell's effect(s).
For example:
'You see the humanoid swirling his fingers in subtle motions whilst speaking equally subtle arcane words...Player, make an WIS saving throw for me please...' player character fails their save. '..in this moment you're not sure why but a feeling washes over your mind. This person is a friend...they should be trusted, protected even...why are you attacking them?' player character is now charmed.
This is how I would describe something like charm person.
Now if it's an ally, to speed up combat I'll often say something like: 'You see your ally make the same dagger related gestures and words you've seen before, and twenty feet away a cloud of daggers materialises right next to the enemy'.
These are mainly as an aid to roleplay more than anything, to help immerse players into the world and the situation. I like to make them feel the situations they're playing.
Apologies for raising this from the dead, but for me the issue is more important when it comes to buffs/debuffs the enemy is using. A fireball will clearly look like a fireball, but how does Protection from Evil be described or other similar buffs?
As an another example, when someone has Slow cast on them, when do you reveal they can't use reactions etc?
For the purposes of Counterspell, I rarely reveal the spell. For the purposes of mechanics, I usually tell them right after it's cast.
Anything that involves a condition (poisoned, stunned, etc.) or information that affects how they would take their turns (disadvantage on attacks while the caster is in line of sight from Fear, negative d4 to attacks and saves from Bane), I usually tell them immediately. Spells that deal passive debuffs (like Ray of Enfeeblement's half damage), I'll usually just hint in narration and take care of the bookkeeping on my end. But that's because I like magic in my games to feel unpredictable and dangerous, and it doesn't impact player agency. They'll learn as they go.
I'm also an online DM, so sometimes I'll tell the affected player the effects of the spell in their private text channel and keep it hidden from the rest of the party. I don't do this all the time, but sometimes for the surprise and RP, I'll do whispers like that. It's not for every table, but my players enjoy it.
Apologies for raising this from the dead, but for me the issue is more important when it comes to buffs/debuffs the enemy is using. A fireball will clearly look like a fireball, but how does Protection from Evil be described or other similar buffs?
As an another example, when someone has Slow cast on them, when do you reveal they can't use reactions etc? \
For buffs, if I think they want a visual effect I wash the targets briefly in colored light by default (bless gets blue light, aid gets amber light, protection from evil/good gets pink/purple light, and so on). If I have an important NPC or enemy, I try to give their spells thematic effects, but "try" is doing a lot of work in that sentence.
But (for me) that effect all happens after casting, except rituals which have visible effects while being cast. I'll say if an enemy is casting a cantrip or a spell, and if I'm a little worried about the PCs I might suggest that a spell looks like a powerful one. I also let them know what the components are, including material components. I generally make enemy casters use the same component rules as the PCs if it makes sense to me. Sometimes they use the same rules but with different actual components.
As to effects like slow, I normally describe them affecting the PC when the spell hits: "Your limbs feel heavy and cumbersome. Every movement is an effort of will. You are slowed." I really like what theologyofbagels up there has to say about that, though.
Of course I'm usually ad-libbing this stuff so it isn't really as smooth as it sounds written out, but some spells really want you to prepare a description in advance. For example, if you fail to have a ridiculous descent-into-madness bit ready when an enemy has feeblemind available then I don't even know what to say. If nothing else, pull out your phone and play the "have you ever had a dream" meme video at them and tell them that's what they experience.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Most of the time I will tell my players what spell an enemy is casting though never what level they are casting it at. But lately I've been thinking about spicing up combat and giving it some more tension by describing what spell is being cast rather than saying the name of the spell. But would most spellcasting players be able to identify the spell anyway? I know the Verbal component of a spell is the same for any caster, but are the Somatic component the same? Does every Wizard make the same hand motions to cast Fireball?
I know XGE has an optional rule for identifying a spell during combat using your reaction. Has anyone used this to decent effect or does it really only ever work maybe once? An enemy makes the sounds and hand gestures for Fireball - Your Wizard already knows what's coming, maybe a few of your melee players have seen Fireball before so they know what's coming, maybe only the Barbarian has no idea what's about to happen.
My players aren't Counterspell fiends but I suppose only describing the spell would make their decision to use it harder. I also have a BBEG in a campaign I'm working on that I want to interact with the players well before they should ever be facing each other to really assert just how powerful this thing is. Maybe have the BBEG surprise the party when they're level 5 and begin to cast Meteor Swarm but purposely fizzle it out. Describing orbs of fire forming in the sky and plummeting to the ground around them dissipating just before impact instills a lot more fear than, "it casts Meteor Swarm but cancels the spell just before impact"
Personally I don't tell my players what spell is being cast on them, at least for the first time. I'll describe the casters actions and the effect, but thats it. If it happens to be a spell that one of the players knows as well, it they cast it against the party again I'll use the name of the spell, since it's logical that the party member would recognize a spell they know.
I've never really thought about the verbal and somatic angle but I guess subconsously I always assumed they each had their own language and movements for casting, and have been making my players see the spell cast once before they can counter spell it. Counter spell hasn't come up too much in my current campaign yet, only one party member has it and they haven't faced off against too mant major spell casters yet, but its something I'll need to think about now
I rarely tell my players what spell is being cast. I don't really consider if the caster would recognize it or not - it's happening in a split second. In combat, with stakes high and lives on the line, you're not going to sit there and analyze the subtleties of magic. When you see crackling energy forming around the mage's hands, you react.
I'm pretty tight-lipped about magic in general. I might allow someone with arcana proficiency to investigate some runes and determine their school, but unless a character is very high level and has expert training in arcana, magic in my worlds is not something any old adventurer can easily identify. In part, it's because I also view the practice of magic as a very personalized thing. Fireball will look totally different mid-cast if someone is using components versus a focus versus an item. It will also look different if someone is a light cleric invoking their deity's censure on the ungodly versus a sorcerer calling up primal magic within themselves. But again, that's just me.
Yes for ones they ahve seen a lot. The PCs have had plenty of fireballs cast at them, so they all know what that looks like. The PC mage is really, really fond of lightning bolt, so they all know what that looks like.
For other spells, a Reaction is needed to identiy the spell, using an INT check (various skills might apply depending on the spell).
Some spells i name, others i describe. I depends of how iconic the spell is, how creative i am with it, what D&D table i play with if i play online the info is displayed automatically etc...
I describe the spell thematically and if any of the casters know and cast the spell themselves then I check their passive arcana (make good use of passives!) or if they don’t know the spell have them make an arcana check. If they roll high they know what spell it is, medium they get the idea of the spell (e.g. Enemy mage casting fireball [I would’ve described an orange bead above their finger which they quickly hurl at you, the players would’ve gotten that was fire ball, but I digress] they roll ok, I tell them: from the verbal and somatic components they sound like more offensive magic and it’s clear from the strain that they are putting in a decent bit of effort into the spell) and if they roll low, they get nothing.
Thats how I run it, but you run it however you feel comfortable.
As a dissenter, I never tell players the spell that is being cast. I do describe the aftermath, but not the details of the casting. I don't think a person could follow the details of mage casting a spell over the chaos of the battle and I agree with theology of bagels that mages might use different materials, wands, incantations, etc, to get the same result. Lastly, I don't encourage players to read the spell descriptions outside of their own spells and I certainly pull spells from as many sources as possible and re-skin them so no one know what is coming. If there was a PC or NPC they worked with regularly, I would allow them to know a spell they were casting, although that would rarely be helpful.
My two cents....
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Apologies for raising this from the dead, but for me the issue is more important when it comes to buffs/debuffs the enemy is using. A fireball will clearly look like a fireball, but how does Protection from Evil be described or other similar buffs?
As an another example, when someone has Slow cast on them, when do you reveal they can't use reactions etc?
Nope, they will see the spellcaster move their hands or speak arcane words (depending on the S or V components). I'll then describe the spell's effect(s).
For example:
'You see the humanoid swirling his fingers in subtle motions whilst speaking equally subtle arcane words...Player, make an WIS saving throw for me please...' player character fails their save. '..in this moment you're not sure why but a feeling washes over your mind. This person is a friend...they should be trusted, protected even...why are you attacking them?' player character is now charmed.
This is how I would describe something like charm person.
Now if it's an ally, to speed up combat I'll often say something like:
'You see your ally make the same dagger related gestures and words you've seen before, and twenty feet away a cloud of daggers materialises right next to the enemy'.
These are mainly as an aid to roleplay more than anything, to help immerse players into the world and the situation. I like to make them feel the situations they're playing.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
For the purposes of Counterspell, I rarely reveal the spell. For the purposes of mechanics, I usually tell them right after it's cast.
Anything that involves a condition (poisoned, stunned, etc.) or information that affects how they would take their turns (disadvantage on attacks while the caster is in line of sight from Fear, negative d4 to attacks and saves from Bane), I usually tell them immediately. Spells that deal passive debuffs (like Ray of Enfeeblement's half damage), I'll usually just hint in narration and take care of the bookkeeping on my end. But that's because I like magic in my games to feel unpredictable and dangerous, and it doesn't impact player agency. They'll learn as they go.
I'm also an online DM, so sometimes I'll tell the affected player the effects of the spell in their private text channel and keep it hidden from the rest of the party. I don't do this all the time, but sometimes for the surprise and RP, I'll do whispers like that. It's not for every table, but my players enjoy it.
For buffs, if I think they want a visual effect I wash the targets briefly in colored light by default (bless gets blue light, aid gets amber light, protection from evil/good gets pink/purple light, and so on). If I have an important NPC or enemy, I try to give their spells thematic effects, but "try" is doing a lot of work in that sentence.
But (for me) that effect all happens after casting, except rituals which have visible effects while being cast. I'll say if an enemy is casting a cantrip or a spell, and if I'm a little worried about the PCs I might suggest that a spell looks like a powerful one. I also let them know what the components are, including material components. I generally make enemy casters use the same component rules as the PCs if it makes sense to me. Sometimes they use the same rules but with different actual components.
As to effects like slow, I normally describe them affecting the PC when the spell hits: "Your limbs feel heavy and cumbersome. Every movement is an effort of will. You are slowed." I really like what theologyofbagels up there has to say about that, though.
Of course I'm usually ad-libbing this stuff so it isn't really as smooth as it sounds written out, but some spells really want you to prepare a description in advance. For example, if you fail to have a ridiculous descent-into-madness bit ready when an enemy has feeblemind available then I don't even know what to say. If nothing else, pull out your phone and play the "have you ever had a dream" meme video at them and tell them that's what they experience.