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General Tabletop Discussion
*Dungeons & Dragons
D&D Magic: Does it Feel Magical to You?
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<blockquote data-quote="Imaculata" data-source="post: 6830645" data-attributes="member: 6801286"><p>One of my players plays a cleric, and he used a spell that conjures up force-based jaws against a bunch of undead. He told me that he wanted the spell to look like they were piranha jaws made out of water, so I told him that there was a small river nearby that he could use for that purpose. So the player made eager use of that, and narrated how his character conjured up these watery piranha jaws from the river, which then began to bite the enemy. A perfect example of a player being creative, and adding his own flair to the spell. </p><p></p><p>In another example, I told one of my players who plays a Druid, that whenever he teleports via trees he first walks a path that opens up into a sort of special fey forest. Basically, he needs to find some trees, and then he walks a forest path that normal people cannot see, which takes him to this pocket dimension. Its sort of like a hub, where other druids can also meet with one another. And if he wishes, he can then continue on to emerge from a forest somewhere else. Its a slight modification of the standard spell, but it adds more of a magical feel to it. Plus it also gives me the DM the opportunity to have him meet other Druids occasionally who also make use of this hub.</p><p></p><p>You can make any spell in any version of D&D feel magical, if you simply put in the effort to do a bit of storytelling. You don't have to stick to the literal description of the spell. Be creative with it, and describe what the spell looks like. When the Druid in my group casts Conjure Lightning, I tell the players that they see thunder clouds appear in the sky, and it also intimidates enemies. When someone casts Icestorm, I tell the players that they see a frosty blue cloud appear above them first, which then starts raining blocks of ice the size of a fist.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6830645, member: 6801286"] One of my players plays a cleric, and he used a spell that conjures up force-based jaws against a bunch of undead. He told me that he wanted the spell to look like they were piranha jaws made out of water, so I told him that there was a small river nearby that he could use for that purpose. So the player made eager use of that, and narrated how his character conjured up these watery piranha jaws from the river, which then began to bite the enemy. A perfect example of a player being creative, and adding his own flair to the spell. In another example, I told one of my players who plays a Druid, that whenever he teleports via trees he first walks a path that opens up into a sort of special fey forest. Basically, he needs to find some trees, and then he walks a forest path that normal people cannot see, which takes him to this pocket dimension. Its sort of like a hub, where other druids can also meet with one another. And if he wishes, he can then continue on to emerge from a forest somewhere else. Its a slight modification of the standard spell, but it adds more of a magical feel to it. Plus it also gives me the DM the opportunity to have him meet other Druids occasionally who also make use of this hub. You can make any spell in any version of D&D feel magical, if you simply put in the effort to do a bit of storytelling. You don't have to stick to the literal description of the spell. Be creative with it, and describe what the spell looks like. When the Druid in my group casts Conjure Lightning, I tell the players that they see thunder clouds appear in the sky, and it also intimidates enemies. When someone casts Icestorm, I tell the players that they see a frosty blue cloud appear above them first, which then starts raining blocks of ice the size of a fist. [/QUOTE]
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