I DM a group that really likes the idea of casting spells on the sly. I've made some on the spot rulings and generally followed the rule of cool, but it looks like they will want to do more of this so I thought of some rule and a new feat around stealthy casting. As far as I know this sort of thing is not covered in the rule books.
Some things that have come up in my game - casting a spell while throwing your voice so it sounds like its coming from outside a window. Casting zone of truth disguised as giving a blessing over a feast table. Etc.
Here's what I came up with for my group, I run a game that could be considered a low (perhaps moderate) magic world. Wondering if others have come up with anything different?
Casting on the Sly These rules cover trying to hide the fact that you are casting a spell. Normal spell casting is obvious to observers. Spells with V (verbal) components generally require speaking arcane phrases clearly and loudly. S (somatic) components require at least vigorous hand and finger movement that is precise and obviously arcane in nature. At least one hand must be free to move about and waggle fingers.
When trying to cast without being detected: Cantrips - When casting a cantrip that has V and or S components the caster may attempt to cast the spell stealthy. The caster makes a concentration check opposed by observers passive perception. If the spell requires both V and S the concentration check is made with disadvantage.
1st level and higher spells - spells of 1st level and above cannot be cast stealthy if they have either S or V components.
New Feat: Stealthy Casting With Stealth Casting you gain the following advantages: Cantrips - you gain advantage on your concentration check to cast stealthy. If the cantrip requires both S and V you roll the check without advantage or disadvantage. 1st to 3rd level spells - When casting a 1st - 3rd level spell (using any level spell slot) that has V and or S components you may attempt to cast the spell stealthy. If the spell requires both V and S the concentration check is made with disadvantage.
I'm curious as to why you chose concentration for this. I would think a Dexterity (Sleight of Hand) check would make more sense for a spell that requires a somatic component. For spells with a verbal component, either a Charisma (Deception) or a Charisma (Performance) check to try and hide the the fact you are casting a spell (by weaving the incantation into normal speech, or muttering it under your breath). Even a Dexterity (Stealth) check could work for spells with a verbal component, because you are trying to whisper the incantations for the particular spell. All of these can still be seen with an opposing Wisdom (Perception) check.
I would also say that if a character is attempting to do this right in front of someone, or in a room full of people, they have to make the check at disadvantage, while the person/people can make their opposed check at advantage if they have either Intelligence (Arcana) or Intelligence (Religion) trained (since they would be more likely to notice the subtle words spoken, or hand gestures made for casting spells), while anyone who doesn't have it trained would just make a normal opposed check.
This would make it more difficult to pull off if directly in front of people, but for a character who is trying to sneak into somewhere, and they see a guard, bandit, or goblin, etc in the distance, they could try to stealthily cast a sleep spell or some other spell on them without giving away their position immediately.
I would agree with Arekkusu666 on adapting the standard rules to accommodate the party's sneaky approach, but having some home rules to target the group's playstyle is a nice way to have a hard rule to refer back to.
Good job on the home rule!
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I DM a group that really likes the idea of casting spells on the sly. I've made some on the spot rulings and generally followed the rule of cool, but it looks like they will want to do more of this so I thought of some rule and a new feat around stealthy casting. As far as I know this sort of thing is not covered in the rule books.
Some things that have come up in my game - casting a spell while throwing your voice so it sounds like its coming from outside a window. Casting zone of truth disguised as giving a blessing over a feast table. Etc.
Here's what I came up with for my group, I run a game that could be considered a low (perhaps moderate) magic world. Wondering if others have come up with anything different?
Casting on the Sly
These rules cover trying to hide the fact that you are casting a spell.
Normal spell casting is obvious to observers. Spells with V (verbal) components generally require speaking arcane phrases clearly and loudly. S (somatic) components require at least vigorous hand and finger movement that is precise and obviously arcane in nature. At least one hand must be free to move about and waggle fingers.
When trying to cast without being detected:
Cantrips - When casting a cantrip that has V and or S components the caster may attempt to cast the spell stealthy. The caster makes a concentration check opposed by observers passive perception. If the spell requires both V and S the concentration check is made with disadvantage.
1st level and higher spells - spells of 1st level and above cannot be cast stealthy if they have either S or V components.
New Feat: Stealthy Casting
With Stealth Casting you gain the following advantages:
Cantrips - you gain advantage on your concentration check to cast stealthy. If the cantrip requires both S and V you roll the check without advantage or disadvantage.
1st to 3rd level spells - When casting a 1st - 3rd level spell (using any level spell slot) that has V and or S components you may attempt to cast the spell stealthy. If the spell requires both V and S the concentration check is made with disadvantage.
I'm curious as to why you chose concentration for this. I would think a Dexterity (Sleight of Hand) check would make more sense for a spell that requires a somatic component. For spells with a verbal component, either a Charisma (Deception) or a Charisma (Performance) check to try and hide the the fact you are casting a spell (by weaving the incantation into normal speech, or muttering it under your breath). Even a Dexterity (Stealth) check could work for spells with a verbal component, because you are trying to whisper the incantations for the particular spell. All of these can still be seen with an opposing Wisdom (Perception) check.
I would also say that if a character is attempting to do this right in front of someone, or in a room full of people, they have to make the check at disadvantage, while the person/people can make their opposed check at advantage if they have either Intelligence (Arcana) or Intelligence (Religion) trained (since they would be more likely to notice the subtle words spoken, or hand gestures made for casting spells), while anyone who doesn't have it trained would just make a normal opposed check.
This would make it more difficult to pull off if directly in front of people, but for a character who is trying to sneak into somewhere, and they see a guard, bandit, or goblin, etc in the distance, they could try to stealthily cast a sleep spell or some other spell on them without giving away their position immediately.
I would agree with Arekkusu666 on adapting the standard rules to accommodate the party's sneaky approach, but having some home rules to target the group's playstyle is a nice way to have a hard rule to refer back to.
Good job on the home rule!