This is a spillover from a General RPG Discussion thread concerning Augment Summoning. That thread is peppered with Natural Spell talk, and can be found here: Augment Summoning ... how worthwhile?
The question is: what does it take for someone to identify a druid who is wildshaped and casting a spell? I.e., does Natural Spell benefit the druid in a manner other than by simply allowing him to cast spells while wildshaped?
For ease of use, Natural Spell is this:
This is what the Spellcraft skill entry has to say about identifying spells being cast:
This is Still Spell and Silent Spell, just for fun...
And now, the SRD on spell components:
And this is the last post in that previous thread, so we can pick up where we left off:
The question is: what does it take for someone to identify a druid who is wildshaped and casting a spell? I.e., does Natural Spell benefit the druid in a manner other than by simply allowing him to cast spells while wildshaped?
For ease of use, Natural Spell is this:
NATURAL SPELL [GENERAL]
Prerequisites: Wis 13, wild shape ability.
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
This is what the Spellcraft skill entry has to say about identifying spells being cast:
DC 15+spell level. Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.
This is Still Spell and Silent Spell, just for fun...
STILL SPELL [METAMAGIC]
Benefit: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.
SILENT SPELL [METAMAGIC]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.
And now, the SRD on spell components:
COMPONENTS
A spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has. Specifics for material, focus, and XP components are given at the end of the descriptive text. Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.
Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.
Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
Material (M): A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.
Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.
And this is the last post in that previous thread, so we can pick up where we left off:
Saeviomagy said:Kalendraf said:If it takes a DC10 to spot a human caster at a certain range casting a spell, then by the size rules, I would estimate that it's more like a DC18 to spot a tiny animal doing so at the same distance. I think in actuality the tiny animal would be even harder to detect than that, but this at least attempts to follow existing rules.
If the human is standing in the open (ie - not trying to hide), then there is no DC needed to spot him. You see him automatically. Stuff might be in the way, it might be dark, or whatever, but barring that there is no spot DC to see someone standing in front of you.
If he's hiding, THEN there is a DC.
Do you know why? Imagine the ridiculousness if you said it took even a dc 0 to spot a human being standing in the open with no cover. Half the time a peasant would be unable to see a man standing in a clear field 100 feet away. So this is a patently silly change to the rules unless you're going to overhaul the whole lot.
If the squirrel is hiding, then the DC to spot him is some 12 higher than for a human (3 size categories I'd say).
A human can hide in a crowd. A squirrel can hide in a crowd.
Just use the mechanics that are there instead of trying to make them up. If someone is trying not to be seen, they are HIDING.
If they are trying not to appear suspicious, they are BLUFFING. Probably. I wouldn't let a human caster get away with a bluff to conceal their spellcasting, so I won't let a squirrel one do so either.
They're fairly simple and generic rules. They cover a lot of situations. They don't really need to be altered just because you think a druid shouldn't even need to TRY to hide...
Spellcraft requires training to use, so this method of detection largely limits it to other casters and perhaps a few higher level types that have decided to invest in it. I'm not saying that spellcraft shouldn't factor into the detection, just that it may wind up being overly restrictive. If you are up close to an animal casting a spell, I'd say that even an untrained person might be able to notice something it's doing and figure out that it's casting a spell. So maybe for these purposes, I'd make an exception and allow untrained spellcraft checks (DC15+) to determine if those wierd movements are spellcasting. Still requires the spot check to be made 1st.
So wait - first you think that spotting a squirrel casting spells should be easy. So easy that the untrained eye can tell.
In addition, crossing species likely makes detection harder. There are spells that factor in species-crossing (Hideous Laughter) and impose a +4 penalty/bonus on the roll. For crossing creature types w/ spellcraft checks, I'd suggest applying that. That moves the DC to 19+. For an untrained person, it will be pretty difficult, but for someone with enough ranks in spellcraft (which I guess could cover topics like alternate species casting), it's a makeable roll.
But now it should be hard? I don't get it. I really don't.
Oh, and way to devalue spellcraft even further. It's hard enough when half the stuff out there just uses SLA's and you can't counter them anyway. Now you can't even tell what they did...