What does casting a spell actually look like in pathfinder?


Pathfinder First Edition General Discussion


This is something I've always wondered.

In this thread I am just referring to the somatic component of spells.

What does this actually look like? Is it a specific combination of rapidly and precisely used hand shapes like this?

Is it some kind of literal translation of words that complete the spell like some form of sign language? Such as a combination of shapes made with the hand that literally means "Fireball", for example?

Is it a universal, exact-for-each-spell, fluid movement of the hands/body that really has no particular meaning? In this example, there would really be no specific shape of the hand; just a set movement.

Is it a combination of any of these?


James Jacobs wrote:
Karlgamer wrote:

In most media there are bells and whistles associated with the casting of most spells. Usually a whooshing sparkly colored glow.

Do you think that the casting of a spell might give away the location of the invisible spell caster?

I guessing it depends on the spell.

We often illustrate spellcasting with associated glowing magic runes in the air. Smell and sound is absolutely associated with spellcasting as well. It's not something you can do subtly . You need special class abilities or feats or other things to cast spells without showing yourself off. Spellcasting gives away your invisible location as much as shrieking while invisible does.

From "Ask James Jacobs"


4 people marked this as a favorite.

I think that's not really what he's wanting, Captain. He's asking specifically about somatic components.

Let's look at what the game says about somatic components just from the rules. I'll be focusing primarily on Arcane magic, then I'll touch on Divine a little at the end.

1. They are not small movements of only the hands. Armor spell failure is the big thing here. If it was just wiggling the fingers a bit, like your Naruto example, armor would rarely be an issue unless the caster was wearing gauntlets. But when even the lightest armor can interfere with spellcasting, you know you're dealing with something that involves, at the very least, a great deal of moving the arms and perhaps even the torso.

2. They are recognizable by those trained in the art.
and
3. They are not subtle.
Anyone who can see or hear the caster in the act of casting is allowed a Spellcraft check, even before the spell effect goes off, to identify the spell. This is most commonly seen in counterspelling, where the counterspeller with their readied action makes their Spellcraft as soon as the other caster starts casting, before the spell actually is completed, and can immediately start casting their counter. Having the spell Stilled, Silenced, or both does not remove this ability (unless the counterspeller cannot perceive the caster at all).

So what does this mean? This means that as soon as one caster hears another one chanting or sees them performing the somatic actions, they can quickly (< 1 second or so) identify the spell and, if ready to do so, prepare a magical rebuttal. This implies some level of logic, similarity, and predictability to those components - where if you've been educated in the practices of casting (read: have ranks in Spellcraft), you can identify the result by the actions that initiate it.

From those three things combined, I would say your second suggestion - comparing it to sign language or some other similar system - would be the most accurate. The reason I say that over the third option is because to people trained in magic, it DOES mean something when they wave a hand or perform a gesture in a specific way: it means "I am performing (insert spell here)." Even if it means nothing to someone who's uneducated in the art, it does to those who "understand" the language, same as what looks like just waving hands around and making gestures actually means words to someone who knows sign language.

The slight penalty for Specialist Wizards on Spellcraft checks to identify spells of their Opposition Schools is, therefore, very easy to rationalize: they've spent much less time studying those particular gestures due to their opposition, therefore they're not as familiar with them as they are their specialist school and more generalized other schools they have studied to a slightly less extent.

For divine magic: I imagine there's a slightly different set of gestures involved, given the ability of divine magic to ignore ASF, that are less extensive. That said, 2 and 3 still apply.


7 people marked this as a favorite.

From where I sit - it's one of several old fat dudes with a beer or wine or port in one hand dice in another saying, "I cast a fire ball." Then muttering something like "I need lots of sixes, come on dice be lucky" rolling a hand full of dice then yelling YES or S~*%.


The 8th Dwarf wrote:
From where I sit - it's one of several old fat dudes with a beer or wine or port in one hand dice in another saying, "I cast a fire ball." Then muttering something like "I need lots of sixes, come on dice be lucky" rolling a hand full of dice then yelling YES or S+&*.

o.O

FYI...I don't drink...


It's never been defined.

Part of the point of tabletop RPGs is that everything beyond the pure numbers is left entirely to the imagination: everyone can imagine it as something they think is really cool, unlike a video game, where the spellcasting graphic may look really cool to some, stupid to others, and boring to other still, depending on who you ask.

I imagine verbal components to spells as speaking in an ancient arcane tongue that has a visible effect on the environment as reality alters, much like Gandalf's lines of black speech in Rivendell.

Of course, if you want it to just be "wingardium leviosa!" and a flick of a wand, you're welcome to imagine it that way, too.


Ellis Mirari wrote:

It's never been defined.

Part of the point of tabletop RPGs is that everything beyond the pure numbers is left entirely to the imagination: everyone can imagine it as something they think is really cool, unlike a video game, where the spellcasting graphic may look really cool to some, stupid to others, and boring to other still, depending on who you ask.

I imagine verbal components to spells as speaking in an ancient arcane tongue that has a visible effect on the environment as reality alters, much like Gandalf's lines of black speech in Rivendell.

Of course, if you want it to just be "wingardium leviosa!" and a flick of a wand, you're welcome to imagine it that way, too.

It's "Le-vi-O-sa", not "Le-vi-o-SAAA"...

Sovereign Court

1 person marked this as a favorite.

Like This.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

More like this in my mind. Poetic, beautiful, horrifying.


1 person marked this as a favorite.

In another thread, I hypothesize that it looks sort of like a drunk hobo trying to fight with his right hand a ham sandwich he's holding in his left. By default, there are verbal, somatic, and material components, but with enough training you can ignore each in much the same way the drunk hobo can.


I always imagined arcane casting as being very precise, practiced movements that incorporate the whole body. As Orthos mentioned, even the lightest of armors (barring silken ceremonial and haramaki, which are really more heavy clothing items than body armor) causes problems for arcane spell casters. If the movements of arcane spell casting can get interrupted by a small amount of restriction by wearing padded armor, chances are the movements of arcane spell casting need to be exact. Classes like the magus and bard who can cast in light armor probably employ more forgiving magic when it comes to gestures, given that these two classes are often needing to do multiple things at once with their hands.

When it comes to divine casters, I tend to think they use simple, large, and dramatic motions. Their magic isn't restricted by armor, so they are not as dependent on exact motion. Clerics are the exemplars of their faith, they channel their power in movements that are simple and inspire awe. They embody full contact magic, because a cleric isn't trying to be subtle; a cleric displays the true power of divinity.


I've always seen it like this
Or this

I've got a sorcerer/monk that uses video game body motions for the spells (which are fluffed as Ch') Big arm circles ending in a double palm strike motion with yell of Hadoken for a fireball.

Shadow Lodge

Chanting gibberish while making shadow puppets and playing with owlbear dung.


It's overt enough that you require feats to remove the overt elements; if you use the Still Spell feat, then your somatic components are gone (and the spell is more difficult to cast as a result, taking up a higher level spell slot). This also accounts for the higher difficulty most arcane casters have with casting spells while wearing armor. Armor restricts movement, and that's the price paid for making its wearer tougher to injure with a weapon of some kind.

You could take the classic example of Fireball. Wizard (or Sorceror, or... you get the idea) pulls out some bat guano (that stuff isn't without an odor), some sulfur (definitely not without an odor), rubs them together, waves their arms around, says some odd words, and the guano/sulfur mixture is consumed as a little red bead speeds off towards its target, erupting in a massive ball of fire once it hits something.

This is one primary reason, by the way, that I think magic/psionics transparency is hoo-ha, and is a concession of game mechanics vs. RP verisimilitude. There isn't much reason for a Psion to go around with their head flashing when they use Molecular Agitation. But the problem if they don't is no creature can realistically manage to find what's making them uncomfortably (and eventually fatally) hot without it; all the Psion has to do is continually manage to stay stealthed, and it's only a matter of time.

Meh.


However you want; that's just flavor text. I tend to visualize it as a point and a word, nothing too all-fired fancy.


4 people marked this as a favorite.

I like to think of Pathfinder Spellcasting like a mischievous badger.

I like to think of Pathfinder Spellcasting like a figure skater, who wears, like, a white outfit, and he does interpretive ice dances of my life's journey.

I like to think of Pathfinder Spellcasting like a muscular trapeze artist.

I like to think of Pathfinder Spellcasting like a dirty old bum. He's comin' up to me, and I'm 'bout to sock him, cause, you know, he's a dirty old bum, but then I say, "Wait a minute, there's something... I don't know, special about this guy."


1 person marked this as a favorite.

Something like how they were presented in Neverwinter Nights and the Dragonlance novels since those were my first exposures to D&D stuff. A few seconds worth of words and myriad gestures accompanied by visual effects dependent on the spell.


Zhayne wrote:
However you want; that's just flavor text.

Agreed.

Also, I feel that the actual actions could vary from culture to culture.

An Elven wizard would probably have a much more graceful set of movements than a Dwarven wizard.

A Iomedaen cleric from Cheliax would have a different style of spellcasting than one from Mendev.

It could be some fun and interesting roleplaying possibilities for characters to explore.


1 person marked this as a favorite.
CzarGarrett wrote:
Zhayne wrote:
However you want; that's just flavor text.

Agreed.

Also, I feel that the actual actions could vary from culture to culture.

An Elven wizard would probably have a much more graceful set of movements than a Dwarven wizard.

A Iomedaen cleric from Cheliax would have a different style of spellcasting than one from Mendev.

It could be some fun and interesting roleplaying possibilities for characters to explore.

Indeed. I recall a PC who used origami for his animal summons; shape the paper appropriately and fling it, watch it turn into a real tiger.


I tend to view it as a random set of geastures and words that's unique to each caster as a result of my viewing magic as an internal power they direct. That is you take the power, shape it to a purpose and unleash it, true spellcasting is done in the mind only no items, words or movements. Of course creatures who've evolved to use tools either find doing this incredibly hard (or in a few cases the traditional random effects of a sorcerer frighteningly Rasta) so they developed a linked set of stuff they can associate with it. So they learn to associate ways of directing their power with certain movements e.g I need to move like this to draw it up and like this to start it spinning or that to convert it to to fire. So some people have entirely unique ways of castting while others who learnt at a school all learnt the same ones. It also has the benefit with those who spontaneously do things like floating lights, moving objects, freezing their breakfast learn to think a spell only happens when they do X and controls those unconcious uses of their magic (also works for a drunk high level wizard).

As for IDing a spell that comes off my houserule which is all arcane user have an ability to sense magic (detect magic is an at will ability, see below for explanations) and while how they sense it may differ (see magical auras, smell magic as different scents, hear it as music etc) they do sense it and that's why the spellcraft check. They're not paying attention to the words and geastures which can be radically different they're looking at the power and how its being shaped which is always the same. They may not know the words or movements but they know when power is brought up, compressed and converted to a fire state they're going to be facing a fireball.

Explanations
Just a few here, the base arcane casters are able to use magic because of their genetic makeup hence the sorcerer bloodlines (and the original creatures who started it). Wizards are arcane bloodlines who are too weak to use their own internal power but they still have the genetic ability to sense magic and they've learnt to draw on the natural magical reserves of the universe (just like we have iron in our blood they have magic in their bodies and there's power out there for them to use). This is also why some classes are able to learn from other classes spell lists but most don't as they are trained differently. Priests don't have this inherent power so they need to pray for miracles they aren't doing it themselves they're requesting another power to use a bit of their own stength to do it for them.


Pan wrote:
Like This.

Actually, I think it would be more like this...


Great responses!

I like your example, Ravingdork, and yours too, Daethor.

Although I would agree it's probably better to leave a good amount of room for interpretation.

Lord Mhoram wrote:

I've always seen it like this

Or this

I've got a sorcerer/monk that uses video game body motions for the spells (which are fluffed as Ch') Big arm circles ending in a double palm strike motion with yell of Hadoken for a fireball.

So like a combination of my first and third example?


Simple. Put hand in fist position. Extend thumb. Place thumb at end of nose. Point hand at target. Extend fingers, then wiggle them.


Calex wrote:
The 8th Dwarf wrote:
From where I sit - it's one of several old fat dudes with a beer or wine or port in one hand dice in another saying, "I cast a fire ball." Then muttering something like "I need lots of sixes, come on dice be lucky" rolling a hand full of dice then yelling YES or S+&*.

o.O

FYI...I don't drink...

Several of us aren't fat (I am unfortunately) but we usually have, crackers, good cheese, beer, wine and port at the table.


1 person marked this as a favorite.

I also think there may be a cultural aspect to it. The gestures are close to universal, but casters taught in one school may exaggerate the motions, creating sweeping gestures that have some "force" behind them to try to ensure accuracy, whereas others make the shapes in a manner that is tight and controlled, with precise angular motions. It's the same spell, looked at through slightly different lenses.


The way I've understood it is that it's a very personal thing to a spell caster. At least for the arcane arts that is.
(Divine spell casters are granted their magic from their deitie/source of power/etc. which provides more of the raw-powers of the magic, making them not having to focus as much as the arcane caster does at the somatic components (no ACP applies to their casting if I'm correct?))

The arcane casters "makes"/"bends" magic themselves meaning that every wizard/witch/(etc.) have their own little way of doing things with magic. I think about it as a deep cognitive associative process, where everyone thinks differently from each other.
That's why you need to decipher magical writings and such, since the writing depends on who's writing it. Ex: when someone lights a fire, they may do so with a Tinderbox or Flint&Steel (and more options). Magic should, the same way, be able to create fire, in many ways requiring different manifestations of different method of thoughts.

The spoken words and the flailed arms are just manifestations of the thoughts a caster have of magic and is used as a tool to unleash it.

Of course there are some "standards" as how to create/write/perceive magic. Easier to share and learn if you have the same thinking (in the rules refereed to as "schools of magic"?).
Also, why try to invent something someone else already invented decades ago? (this pointing towards that it is possible for spell casters to recognize other casters' spells).

Why I think this way about it is; since every casting stat is a cognitive ability score and not a physical requirement of how much you can flail and bend your arms around.

(However, I may just be describing psionic powers, I don't really know how they work but I've heard that they're supposed to be some sort of mind-power-thingys.)

If the rules where decisive about how casters cast there should be rules as to what parts of a casters body that needs to be free for a somatic component for each specific spell (more than just a hand free).

Bottom line: I think it's entirely up to the player who's playing the caster, with the only requirement being that it needs to contain speech and some kind of movement (or maybe just a specific positioning that requires freedom of movement to be positioned in and no stiff armor preventing it).


Chris Kenney wrote:
I also think there may be a cultural aspect to it. The gestures are close to universal, but casters taught in one school may exaggerate the motions, creating sweeping gestures that have some "force" behind them to try to ensure accuracy, whereas others make the shapes in a manner that is tight and controlled, with precise angular motions. It's the same spell, looked at through slightly different lenses.

Which is interesting when you consider sorcerers and other intuitive types. Do the correct words and movements just come to them instinctively? Or are they channeling the power without using the same words and gestures?

Of course, Spellcraft allows spells to be identified whoever is casting them, which suggests the mechanics are somewhat universal, unless the knowledgeable can actually see the magic in process.


thejeff wrote:
Chris Kenney wrote:
I also think there may be a cultural aspect to it. The gestures are close to universal, but casters taught in one school may exaggerate the motions, creating sweeping gestures that have some "force" behind them to try to ensure accuracy, whereas others make the shapes in a manner that is tight and controlled, with precise angular motions. It's the same spell, looked at through slightly different lenses.

Which is interesting when you consider sorcerers and other intuitive types. Do the correct words and movements just come to them instinctively? Or are they channeling the power without using the same words and gestures?

Of course, Spellcraft allows spells to be identified whoever is casting them, which suggests the mechanics are somewhat universal, unless the knowledgeable can actually see the magic in process.

I like to think of this way.

Sovereign Court

Pan wrote:
Like This.

Pretty sure it's more like this!


1 person marked this as a favorite.

I've always figured it looked something like this.

Somatic components that could reasonably be disrupted due to the wearing of any armor and uniquely visible to identification by someone who actually knows what they're looking at.

Include the withdrawing of any applicable material/focus components as necessary, speak the proper incantation, and boom! You have yourself a spell.


1 person marked this as a favorite.

I usually go along the lines of this but that may just be the nostalgia talking.

Whatever it is, I can assure you there is a lot of hand waving going on.


Thanks to some painfully dorky trinket-text rules that have somehow managed to never get excised from the game, for a lot of casters it involves rooting around in your pockets for bat turds and stuff. Really awesome visuals, there.


3 people marked this as a favorite.

Still Spell, Silent Spell, Eschew Materials...

Magic spells didn't look like anything until practitioners started up all the 'component' shenanigans to make themselves look mysterious and powerful; All this ridiculous handwaving, mumbling, and fiddling about with bits of old rubbish is pure charlatanry. That nonsense is just training wheels on a submarine.

Who is to blame for this state of affairs? Look first to the long-suffering Archmagus, sending his apprentice out to collect the black fringe from each mushroom growing on a tree with two wren nests and a broken branch no more than 15 feet from the ground. That guy just needs a few hours of peace and quiet. He's the guy that would ask you to bring him a bucket of propwash.

Look second to his failed apprentices, who eventually tired of ridiculous quests to collect the tears from the right eye of an albino bat weighing no more than one-half ounce but not more than three, (with one toe broken while in flight), and gave up on becoming wizards. Because those guys can see the idiot out on his mushroom hunt coming from a mile off, and will be more than happy to sell him "mushroom fringe" by the ounce for good gold coin. The fact that he gets it from the slops pile behind the tavern shouldn't come as much of a surprise.

Who started this 'verbal component' chicanery? Again, our poor beset Archmagus should be the first culprit to examine. Should we expect him to sit and watch his inept apprentice practice and miserably fail to do so much as light a tiny spark, over and over, for months, when instead he can send the apprentice into another room and simply have to listen for a prolonged silence to inform him that his imbecilic student has, yet again, fallen asleep when he should have been working?

Why do spells take so long to cast? You didn't think that there was really such a thing as a 'quickened spell', did you? What wizard in his right mind would teach a future rival in his quest for ultimate power how to create balls of fire from thin air without keeping back just a little of his knowledge, ensuring that he would always be faster? There are no quickened spells, only slowed wizardlings.

You want the dirty, devious, underhanded truth about why casting a spell looks like anything at all? Here it is, but keep it under your hat:

There are no spell-like abilities...there are only ability-like spells.


Arachnofiend wrote:

I usually go along the lines of this but that may just be the nostalgia talking.

Whatever it is, I can assure you there is a lot of hand waving going on.

YAAAAAYYYYY!!! Fire Emblem!

So far, we have references to:

Family Guy, Fire Emblem, Naruto, Avatar: The Last Airbender, Sleeping Beauty, Marvel comics, Neverwinter Nights, and Harry Potter.

I love you guys...


thejeff wrote:
Chris Kenney wrote:
I also think there may be a cultural aspect to it. The gestures are close to universal, but casters taught in one school may exaggerate the motions, creating sweeping gestures that have some "force" behind them to try to ensure accuracy, whereas others make the shapes in a manner that is tight and controlled, with precise angular motions. It's the same spell, looked at through slightly different lenses.

Which is interesting when you consider sorcerers and other intuitive types. Do the correct words and movements just come to them instinctively? Or are they channeling the power without using the same words and gestures?

Of course, Spellcraft allows spells to be identified whoever is casting them, which suggests the mechanics are somewhat universal, unless the knowledgeable can actually see the magic in process.

As I said in my post for me true magic is a stilled, silent, componentless cast with the only indication the shaping and triggering of raw power which another caster can detect and identify. This is because while the words and geaatures differ from country to country, school to school and even mage to mage the way power is actually shaped and triggered is always the same.

Xia Lin can have different words, geastures and even components to Bob but the actual power shaping is always the same but they need to observe enough of it to identify whether its a fireball being cast it if the guys creating a spark to light his pipe.

However since most beings find it hard to mentally shape and direct something they include common words, geastures AMD materials to one make it easier to shape the correct thought processes e.g. miming throwing to launh a spell and tow to help ensure the apprentice in attempting to create a fire spell doesn't accidently set your desk on fire after he gets into the wine as he's mentally tied certain shapings of magical power to matching geastures, words and components.


A lot of D&D spells were apparently based on things that the wizards in the 1963 horror film "The Raven" did. Most of the on-screen magic happens in this scene.

So there you have it, folks. The original somatic components. Want to fly? Just flap your hands like little wings...

(Should watch a clip I'm linking to the end. The original link doesn't have the full duel... Updated with a better one. See how many D&D spells you can recognize!)


Inverse Rain wrote:

A lot of D&D spells were apparently based on things that the wizards in the 1963 horror film "The Raven" did. Most of the on-screen magic happens in this scene.

So there you have it, folks. The original somatic components. Want to fly? Just flap your hands like little wings...

(Should watch a clip I'm linking to the end. The original link doesn't have the full duel... Updated with a better one. See how many D&D spells you can recognize!)

I've got that film nice clothing in it.


For the Kaidan setting by Rite Publishing, the wizard (onmyoji archetype) uses the folding of origami for his somatic spell components and for all material components of 5 gp or less in value, that bursts into flames when cast for some oriental flair.


It's like this.


My interpretation of how somatic components look has always been taken from how Magus moves when casting his spells. Simple spells may take little more than a gesture of the arm while more complex ones can look intricate enough to be a dance.

On an unrelated note, busting out the moves from Dark Eternal does not make you look cool on the dance floor.


I always liked the interpretation that each caster has a different way of performing somatic components, but that they generally share traits, and have identifying factors for other magic users to see.

One possible interpretation that I've always liked was summoning up or drawing images on the air, like this guy. I've got a character for whom I imagine their magic as looking similar to the display "screens" that Infinity uses in their art, or something like the holographic controls in Pacific Rim.

With everything written in Draconic or just some sort of arcane script, probably.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Forrestfire wrote:

I always liked the interpretation that each caster has a different way of performing somatic components, but that they generally share traits, and have identifying factors for other magic users to see.

One possible interpretation that I've always liked was summoning up or drawing images on the air, like this guy. I've got a character for whom I imagine their magic as looking similar to the display "screens" that Infinity uses in their art, or something like the holographic controls in Pacific Rim.

With everything written in Draconic or just some sort of arcane script, probably.

There was an anime called The Sacred Blacksmith that had some cool "drawing in the air" type spellcasting like you describe. The Oh My Goddess! movies also featured floating runes.


The Inner Sea World Guide cover gives you a good idea of what it looks like.

Kind of like Cyberpunk hacking, but with runes instead of code around your hands.

Shadow Lodge

How about some Nox spellcasting?

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / What does casting a spell actually look like in pathfinder? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion