As title sais. No matter if you are a DM or a player with a spellcaster character.
I know many people ignore it or only say the name of the spell. But in my next campaign as DM I want to improve in this way and give to spellcasting the rp flavour its deserve.
Make up words, make up jibberish. Could be fun to see what players write it down (or forget to write it down) and then attempt to use it. Sure it can slow the game down a bit, but it also could make for some fun roleplaying laughs.
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Or maybe not. Generally I don't, though I like to mention it whilst making mystic gestures. "Okay, I speak the magic words and cast fireball." But really I'd say it comes down to the group itself, and the atmosphere.
As a Bard, though? If you're using your instrument as a focus then the air-lute, with sound effects, is absolutely mandatory.
I generally don't RP spell components at all. Normally I just assume my character does all the necessary stuff to make the spell be cast correctly, I normally don't even bother to say "I pull out the bat wing and make arcane gestures with my hand while speaking the words of power" because all of that is implied by the fact I said I'm casting the spell. I save the RP for things where it really matters rather than RPing the same base class features over and over again.
I can see it being interesting at first, but once you RP the same thing 10 times in a row, it gets old fast. I'd suggest picking something short so that it doesn't take up too much session time, and perhaps only RPing it sparingly (like once or twice per session at the most). Of course, if all of your players enjoy RPing everything, then disregard this advice and go with something more engaging. Point is to pick something that the entire table will find fun, and what that thing is will inevitably vary by table.
Actually my girlfriend studies Latin and Greek, so I can ask her when I'm preparing a sesh in which will happen a ritual or something like this. But I don't think I can improvise it :C
Make up words, make up jibberish. Could be fun to see what players write it down (or forget to write it down) and then attempt to use it. Sure it can slow the game down a bit, but it also could make for some fun roleplaying laughs.
I don't worry about slow the game if it does funnier and inmersive sessions.
Or maybe not. Generally I don't, though I like to mention it whilst making mystic gestures. "Okay, I speak the magic words and cast fireball." But really I'd say it comes down to the group itself, and the atmosphere.
As a Bard, though? If you're using your instrument as a focus then the air-lute, with sound effects, is absolutely mandatory.
I usuallly did what you say, but I feel casting is a key aspect of spellcaster and we tend to skip or take for granted it
Bards with songs and rhymes, and Clerics/Paladins with prayers and blesses are nice examples of what I'm looking for, but also for every other class.
The strengths of bardic rhymes and holy prayers are the genuine understanding and meaning derived from them. Whether they're made to be humorous or meaningful, generally, when played out, everyone can hear the words and appreciate the creativity. They might sing along, or nod in understanding, close their eyes and bow in sacred respect. And laugh. Other players? They can react in all different ways.
The weakness of an arcane spell is it's going to be just that, jibberish. A fun novelty, it has its moment for sure, but making those odd sounds at every spell you cast? I can see the novelty wearing off. That's not to say it can't be done well, but it will be a challenge. As TheEvilDM says, that can be really funny, but I will go ahead and suggest speaking the verbal component sparingly. Perhaps only on risky or impactful spells. Once every two or three turns, if in combat. It's something to consider at any rate - the rarer something is, the more attention people will pay to it and the bigger its effect.
What I will suggest, with full enthusiasm, is that if you're casting either a new, unusual or powerful spell, then go ahead and speak those magic words to build the anticipation. Deep, booming, sharp words. THEN call out the spell. Make your DM notice. Shock the other players. Work the crowd, go all out on the theatrics. Magic is magic. It's awesome. Make the awesome magic even more awesome.
I hope this helps! I'm curious to read more replies, it's an interesting topic you've brought up.
What I will suggest, with full enthusiasm, is that if you're casting either a new, unusual or powerful spell, then go ahead and speak those magic words to build the anticipation. Deep, booming, sharp words. THEN call out the spell. Make your DM notice. Shock the other players. Work the crowd, go all out on the theatrics. Magic is magic. It's awesome. Make the awesome magic even more awesome.
I hope this helps! I'm curious to read more replies, it's an interesting topic you've brought up.
As DM I always encourage players to RP and they do it well. Party wizard uses latin translation of spell names -i.e. "Scutum" for shield, bard says something funny for casting Vicious Mockery -i.e. "we will turn you into a table" to Wood Woad. We think that it is important to describe what they are doing, not just for DM but also to other players. Otherwise there would be no difference than MMPORG.
This is an interesting thought, however, I have never done this or had a DM or fellow player do this. "Back in the day" I had written out all of the VSM of my cleric including the verbal components so I put a lot of thought into it but never actually spoke them aloud. I think it might be two reasons. Just as VillainTheory mentioned it probably got repetitive if some one did try it for a few sessions (especially cantrips or Cure Light Wounds, etc.). I also think that spells often come up in a combat situation and perhaps I just get caught up with "Casting Firebolt" while also thinking about range, line of sight, cover, friendly party members and lose track of verbal statements. Excellent idea to consider to bring the "casting" to life in the game.
I let the players come up with the words with the reminder to write them down if they intend to use the spell again (because i'll definitely be keeping track of what they say)
I ran a game where, during the first session, I asked the player of the cleric to let me hear him cast Bless. He gave me a blank look and said he didn't want to. First session became the last session with that group.
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Wer mit Ungeheuern kämpft, mag zusehn, dass er nicht dabei zum Ungeheuer wird. Und wenn du lange in einen Abgrund blickst, blickt der Abgrund auch in dich hinein.
I make up a word that vaguely sounds like the spell I'm trying to cast. Then I gave the explanation that it's the Infernal word for the spell.
For example, my Tiefling Warlock tries to cast Armor Of Agathys. He slams his arcane crystal focus into his chest and mutteres "Aragath" then the spell goes through.
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I'll roll to see how fun this is. Oh look at that. Natural 20
I use Google Translate and usually Latin for incantations. My Bard uses "Adeptus!" for Enhance Ability, "Encanto!" for Prestidigitation, "Scaevitas!" for Bane. When he picked up a level of Warlock, however, I switched to Celtic for those spells.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
What I will suggest, with full enthusiasm, is that if you're casting either a new, unusual or powerful spell, then go ahead and speak those magic words to build the anticipation. Deep, booming, sharp words. THEN call out the spell. Make your DM notice. Shock the other players. Work the crowd, go all out on the theatrics. Magic is magic. It's awesome. Make the awesome magic even more awesome.
This is exactly what I do!
I sometimes come up with quick little chants that a particular character might say for a spell that is used frequently, and for when the context of the verbal component is important. For instance, Guidance is something that can come up a lot depending on how aggressively you attempt to use it. Trying to convince a shop keeper to cut you a discount? Well, they might not take too kindly to your use of magic mid-conversation, but only if they notice you doing something odd in the first place. A quick little phrase that seems innocuous for your character to speak can help mask your actions.
Whenever my Cleric casts Guidance he gently grasps his holy symbol, sighs, and softly says "May Lathander light (my/your) path". It's simple, non-threatening, and can easily be worked into normal conversation. Do I actually say this every time I cast the spell? Heck no! That'd bore everyone at the table eventually, but this way my DM knows what the "default" context of my casting the spell is. That helps a lot when he's evaluating any potential consequences associated with casting.
NPC: "Yeah, that's gonna cost ya 100 gold."
Me: "*Sigh*... May Lathander light my way... Sir, we agreed upon 50 gold just yesterday. I understand your supply shipments have been delayed, yet a 100% markup is far more than what an honorable craftsman of your caliber would ask. I'm not unsympathetic to your current situation. If you will honor our original agreement, I would be more than happy include an additional 20% to help you through this difficult time."
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I rarely roleplay specific words or actions for spells, but a few of them call for it. Vicious Mockery, of course, is probably the most popular spell for including some form of actual roleplay insults. I also use similar insults when using Cutting Words as a bard. Other than that, my wife has a handful of corny, so-bad-its-good jokes to drop whenever she casts Hideous Laughter.
Other than that, though... I rarely bother roleplaying specific spell components in general. What I tend to focus on more is just dropping one liners and such. For example, I've been playing a Kenku lately who drops a lot of movie one-liners during combat... so I would cap off hitting an enemy with Banishment by saying, "You've just been Erased" in a Schwarzenegger voice.
If I am playing a Wizard I choose a Latin (or Italian) word/phrase that relates to the spell and use the same every casting. Is I play a Sorcerer I use something that emotionally fit the situation. If I play a Warlock I beseech my patron. If I play a Cleric I pray to my divinity. If I play a Bard I make up “quotes” from plays they’ve been in because I can’t sing. If I play a Paladin I usually just just start mouthing religious zealotry. I have not played a Ranger in a VERY long time and have never played a Druid.
I think that a lot of these posts about them "not being required" are missing two really important parts:
1. This would cut both ways with players AND enemies.
One of the most frustrating (but ultimately rewarding) implications of this (on the enemy side) is when I play with shapeshifters, charmers, or illusion magic-centric monsters. If I remove the Verbal component for Invisibility, for example, the players have no way of knowing that the thing throwing the lamp at them is a monster as compared to psionic force moving it. Same goes for Major Image; all of the sudden there's a giant dragon and they have no way of knowing that the "old man" who has been accompanying them is ACTUALLY a shapeshifting warlock who is creating an illusion. That being said (and this applies to the monster side, IME), I don't think that the verbal component needs to be terribly complex or sophisticated. I once had a BBEG use "Let me ask you..." as the "verbal component" for 'Detect Thoughts.' I think so long as its discrete, consistent, and obvious (to the critical player) then you're good.
2. It makes being sneaky and thinking things through less-important
If the players forget to be quiet and cast Invisibility at full volume when there's a bunch of guards on the other side of the door, I think that they should be potentially penalized for that oversight. If a king that they have to kidnap is sitting at his desk with their back to them it's easier to cast 'Sleep' without a verbal component.
I've just started and I'm going to be playing a half-elf sorcerer in an upcoming campaign. I've really been having fun with looking up elvish words for things and simply combining them. For example, there are lots of words for for fire, flame and blaze in elvish. So, for something like Flame Bolt, I look up some words that mean flame and fire and combine them if they sound cool. And that way certain spells all have a similar flavor. If I'm casting fire type spells, the work nárë or velca can show up more. I keep a couple of variations so it won't get boring.
As title sais. No matter if you are a DM or a player with a spellcaster character.
I know many people ignore it or only say the name of the spell. But in my next campaign as DM I want to improve in this way and give to spellcasting the rp flavour its deserve.
And what better than pick ideas here? :D
D&D Beyond Mobile Alpha Tester
Try something in Latin.
Make up words, make up jibberish. Could be fun to see what players write it down (or forget to write it down) and then attempt to use it. Sure it can slow the game down a bit, but it also could make for some fun roleplaying laughs.
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Remember to hit the thanks button, if you feel my info was useful, it helps me know I've provided helpful information and know I'm on the right track.
Abracadabra!
Or maybe not. Generally I don't, though I like to mention it whilst making mystic gestures. "Okay, I speak the magic words and cast fireball." But really I'd say it comes down to the group itself, and the atmosphere.
As a Bard, though? If you're using your instrument as a focus then the air-lute, with sound effects, is absolutely mandatory.
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My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
I generally don't RP spell components at all. Normally I just assume my character does all the necessary stuff to make the spell be cast correctly, I normally don't even bother to say "I pull out the bat wing and make arcane gestures with my hand while speaking the words of power" because all of that is implied by the fact I said I'm casting the spell. I save the RP for things where it really matters rather than RPing the same base class features over and over again.
I can see it being interesting at first, but once you RP the same thing 10 times in a row, it gets old fast. I'd suggest picking something short so that it doesn't take up too much session time, and perhaps only RPing it sparingly (like once or twice per session at the most). Of course, if all of your players enjoy RPing everything, then disregard this advice and go with something more engaging. Point is to pick something that the entire table will find fun, and what that thing is will inevitably vary by table.
D&D Beyond Mobile Alpha Tester
That's the problem.
The strengths of bardic rhymes and holy prayers are the genuine understanding and meaning derived from them. Whether they're made to be humorous or meaningful, generally, when played out, everyone can hear the words and appreciate the creativity. They might sing along, or nod in understanding, close their eyes and bow in sacred respect. And laugh. Other players? They can react in all different ways.
The weakness of an arcane spell is it's going to be just that, jibberish. A fun novelty, it has its moment for sure, but making those odd sounds at every spell you cast? I can see the novelty wearing off. That's not to say it can't be done well, but it will be a challenge. As TheEvilDM says, that can be really funny, but I will go ahead and suggest speaking the verbal component sparingly. Perhaps only on risky or impactful spells. Once every two or three turns, if in combat. It's something to consider at any rate - the rarer something is, the more attention people will pay to it and the bigger its effect.
What I will suggest, with full enthusiasm, is that if you're casting either a new, unusual or powerful spell, then go ahead and speak those magic words to build the anticipation. Deep, booming, sharp words. THEN call out the spell. Make your DM notice. Shock the other players. Work the crowd, go all out on the theatrics. Magic is magic. It's awesome. Make the awesome magic even more awesome.
I hope this helps! I'm curious to read more replies, it's an interesting topic you've brought up.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
D&D Beyond Mobile Alpha Tester
As DM I always encourage players to RP and they do it well. Party wizard uses latin translation of spell names -i.e. "Scutum" for shield, bard says something funny for casting Vicious Mockery -i.e. "we will turn you into a table" to Wood Woad. We think that it is important to describe what they are doing, not just for DM but also to other players. Otherwise there would be no difference than MMPORG.
This is an interesting thought, however, I have never done this or had a DM or fellow player do this. "Back in the day" I had written out all of the VSM of my cleric including the verbal components so I put a lot of thought into it but never actually spoke them aloud. I think it might be two reasons. Just as VillainTheory mentioned it probably got repetitive if some one did try it for a few sessions (especially cantrips or Cure Light Wounds, etc.). I also think that spells often come up in a combat situation and perhaps I just get caught up with "Casting Firebolt" while also thinking about range, line of sight, cover, friendly party members and lose track of verbal statements. Excellent idea to consider to bring the "casting" to life in the game.
I let the players come up with the words with the reminder to write them down if they intend to use the spell again (because i'll definitely be keeping track of what they say)
I ran a game where, during the first session, I asked the player of the cleric to let me hear him cast Bless. He gave me a blank look and said he didn't want to. First session became the last session with that group.
Wer mit Ungeheuern kämpft, mag zusehn, dass er nicht dabei zum Ungeheuer wird. Und wenn du lange in einen Abgrund blickst, blickt der Abgrund auch in dich hinein.
― Friedrich Nietzsche
I make up a word that vaguely sounds like the spell I'm trying to cast. Then I gave the explanation that it's the Infernal word for the spell.
For example, my Tiefling Warlock tries to cast Armor Of Agathys. He slams his arcane crystal focus into his chest and mutteres "Aragath" then the spell goes through.
I'll roll to see how fun this is. Oh look at that. Natural 20
I use Google Translate and usually Latin for incantations. My Bard uses "Adeptus!" for Enhance Ability, "Encanto!" for Prestidigitation, "Scaevitas!" for Bane. When he picked up a level of Warlock, however, I switched to Celtic for those spells.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I'm currently using Icelandic words and phrases for spells.
Previously I used a made-up language for another character.
I definitely like RPing in combat, so explain what I'm doing and what it looks like when I cast most any spell.
Can we please not revive threads that are 2 years old..?
This is exactly what I do!
I sometimes come up with quick little chants that a particular character might say for a spell that is used frequently, and for when the context of the verbal component is important. For instance, Guidance is something that can come up a lot depending on how aggressively you attempt to use it. Trying to convince a shop keeper to cut you a discount? Well, they might not take too kindly to your use of magic mid-conversation, but only if they notice you doing something odd in the first place. A quick little phrase that seems innocuous for your character to speak can help mask your actions.
Whenever my Cleric casts Guidance he gently grasps his holy symbol, sighs, and softly says "May Lathander light (my/your) path". It's simple, non-threatening, and can easily be worked into normal conversation. Do I actually say this every time I cast the spell? Heck no! That'd bore everyone at the table eventually, but this way my DM knows what the "default" context of my casting the spell is. That helps a lot when he's evaluating any potential consequences associated with casting.
NPC: "Yeah, that's gonna cost ya 100 gold."
Me: "*Sigh*... May Lathander light my way... Sir, we agreed upon 50 gold just yesterday. I understand your supply shipments have been delayed, yet a 100% markup is far more than what an honorable craftsman of your caliber would ask. I'm not unsympathetic to your current situation. If you will honor our original agreement, I would be more than happy include an additional 20% to help you through this difficult time."
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I rarely roleplay specific words or actions for spells, but a few of them call for it. Vicious Mockery, of course, is probably the most popular spell for including some form of actual roleplay insults. I also use similar insults when using Cutting Words as a bard. Other than that, my wife has a handful of corny, so-bad-its-good jokes to drop whenever she casts Hideous Laughter.
Other than that, though... I rarely bother roleplaying specific spell components in general. What I tend to focus on more is just dropping one liners and such. For example, I've been playing a Kenku lately who drops a lot of movie one-liners during combat... so I would cap off hitting an enemy with Banishment by saying, "You've just been Erased" in a Schwarzenegger voice.
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If I am playing a Wizard I choose a Latin (or Italian) word/phrase that relates to the spell and use the same every casting. Is I play a Sorcerer I use something that emotionally fit the situation. If I play a Warlock I beseech my patron. If I play a Cleric I pray to my divinity. If I play a Bard I make up “quotes” from plays they’ve been in because I can’t sing. If I play a Paladin I usually just just start mouthing religious zealotry. I have not played a Ranger in a VERY long time and have never played a Druid.
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I think that a lot of these posts about them "not being required" are missing two really important parts:
1. This would cut both ways with players AND enemies.
One of the most frustrating (but ultimately rewarding) implications of this (on the enemy side) is when I play with shapeshifters, charmers, or illusion magic-centric monsters. If I remove the Verbal component for Invisibility, for example, the players have no way of knowing that the thing throwing the lamp at them is a monster as compared to psionic force moving it. Same goes for Major Image; all of the sudden there's a giant dragon and they have no way of knowing that the "old man" who has been accompanying them is ACTUALLY a shapeshifting warlock who is creating an illusion. That being said (and this applies to the monster side, IME), I don't think that the verbal component needs to be terribly complex or sophisticated. I once had a BBEG use "Let me ask you..." as the "verbal component" for 'Detect Thoughts.' I think so long as its discrete, consistent, and obvious (to the critical player) then you're good.
2. It makes being sneaky and thinking things through less-important
If the players forget to be quiet and cast Invisibility at full volume when there's a bunch of guards on the other side of the door, I think that they should be potentially penalized for that oversight. If a king that they have to kidnap is sitting at his desk with their back to them it's easier to cast 'Sleep' without a verbal component.
I've just started and I'm going to be playing a half-elf sorcerer in an upcoming campaign. I've really been having fun with looking up elvish words for things and simply combining them. For example, there are lots of words for for fire, flame and blaze in elvish. So, for something like Flame Bolt, I look up some words that mean flame and fire and combine them if they sound cool. And that way certain spells all have a similar flavor. If I'm casting fire type spells, the work nárë or velca can show up more. I keep a couple of variations so it won't get boring.
flame bolt - velca lacho, nárë ruinë (flame + big flame or flame + blaze)
Burning hands - nárë nancáro ma, (flame + destroyer + hand)
Minor illusion - Onta guar (create + false)
Prestidigitation - Onta gwistanneth (create + alteration)