Tuesday, March 27, 2012

Beyond the Basics-The Art of Casting

Beyond Basics- The Art of Casting

Being a caster is more than going to events and collecting spells.  As with combat there are skills to learn, strategies to be effective, and a responsibility to follow the rules. This is a series of articles by the Magi of the Realms, designed to encourage the effective, creative, and thoughtful use of magic in the Realms. 

So you need to write a verbal…

Whether this has you quivering with anticipation ready to wax poetic or shuddering in terror contemplating the question of, “is 'one, two, three, four,…' acceptable?” there are pointers that can help.

The first thing to do is to stop for a moment and think.  Think about what spell the verbal is for and how and when you’ll need to use it.  Think about who you are, where you get your magic from, and what is appropriate for you.  Consider your capacity for remembering and what mnemonic tips might help.


Spells requiring verbals can be divided into categories: those that need to be cast quickly vs. those that you have more time to cast; and those that impact others vs. those that don’t. 

Obviously speed is of the essence when casting a spell that needs to be cast quickly.  Try to pick words that have few syllables vs. those with many.  “Cast” is quicker to say then “enchant,” “Spell” is quicker to say then “incantation,” etc.  Don’t underestimate flow though, at times picking a word that is a little longer but flows better might be a better choice.  Rhyming can help make a verbal easier to memorize too.  For example a line from one of my verbals is, “beaten, broken, battle sore, you’ll need more help to win this war”, it has two words with two syllables but the combination of the alliteration and rhyme makes it easy to remember (note I could have said “you will” vs. "you’ll" and snuck in an extra word, but I knew I’d slur there so I accounted for it by writing it as one word).   

Once you have a good solid verbal, practice it OVER and OVER again until you can cast without having to think about the words.  Remember to cast legally; you need to enunciate.  Test out verbals you are considering.  Notice if you naturally slur the words you are using.  If so, you probably need to change them.  In the heat of combat you are even more likely to slur. 

If the person you are casting on needs to take action based on your spell, you want to be sure to include what the spell does in a clear manner in the verbal.  You could alter a combat raise verbal, but you’ll find if you say “get up now” vs. “rise and fight,” you’ll frequently have to respond to the question “was that a Raise?” Also remember that you need to speak loudly and clearly enough for your target to hear and understand you. 

Verbals for spells that don’t have to be cast quickly provide an opportunity to use your vocabulary words.  That said, all verbals should be memorized, you never know when you might need to cast them at night.

While speed and efficiency are an important part of casting, don’t compromise your role playing integrity.  Your verbal should suit you.  Zula’s old Raise Dead verbal, “Lifeless there on the blood soaked ground. Where are the gods you pray to now?   They can’t help you. It’s not their right. It’s I who bid you rise and fight,” is a good verbal.  Almost all of the words are single syllable.  It has a great flow, there is a rhyme and clearly states what it does. Despite all of those positives, if you happen to be a priest who gets their powers from the Gods, it isn’t the verbal for you.

Imitation is a sincere form of flattery, and you can adopt someone else’s verbal if you like it and it fits you (it is polite to get their permission first).   While the opportunity to be creative is lost, characters that worship the same Gods or that have other connections using the same verbal can add to the continuity of the game.  Some people will even require you to use their verbals if they teach you a spell.

Done well, verbals are an art that reflect who you are.  With thought and creativity you can make a verbal that lives on in the game through generations like Makela’s Protection from Undead verbal (also notably cast by Bright), “Roots run deep, leaves fly high, no undead dare come nigh” or Nighthawk’s former Raise Dead verbal, “Get off the ground that holds you now. You’re not worth it stupid cow, the pain of life is what you need. I hope to God that you don’t Breed.”

While there is a lot to think about when striving to write an epic verbal, don’t stress too much. Remember, it is ok to change your verbals between events.  It doesn’t require unlearning and relearning your spell.  So if you run into problems memorizing or quickly casting a spell, or you as a character change and a verbal no longer fits your character, you can update it.