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General Tabletop Discussion
*Dungeons & Dragons
Two magic-related rules questions
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<blockquote data-quote="Greenstone.Walker" data-source="post: 6709681" data-attributes="member: 6788312"><p>It is exactly like casting a spell, including the requirement for material component. If it has a verbal component then they can't cast it while silenced.</p><p></p><p>For example, a drow's racial darkness spell requires their concentration.</p><p></p><p>Having racial magic not require material components seems to me to be a reasonable house rule (I don't have my book so I can't check if any racial magic actually requires M component).</p><p></p><p>Having racial magic not require verbal components seems a bit overpowered to me. It seems reasonable that something you've been doing since birth/puberty/whatever should not have many requirements, but most players will assume "silence shuts down magic" and will be upset when it doesn't/</p><p></p><p>On the other hand, as a GM I would without hesitation change the rules for strange races. For example, in a campaign where the Underdark is unknown and scary it would be dramatic if drow and dvergar and svirfneblin have different rules for their innate magic.</p><p></p><p></p><p>Depends on the wand - some will, some won't. When I hand out magic items, I always note on the item what components (V and/or S) it requires.</p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 6709681, member: 6788312"] It is exactly like casting a spell, including the requirement for material component. If it has a verbal component then they can't cast it while silenced. For example, a drow's racial darkness spell requires their concentration. Having racial magic not require material components seems to me to be a reasonable house rule (I don't have my book so I can't check if any racial magic actually requires M component). Having racial magic not require verbal components seems a bit overpowered to me. It seems reasonable that something you've been doing since birth/puberty/whatever should not have many requirements, but most players will assume "silence shuts down magic" and will be upset when it doesn't/ On the other hand, as a GM I would without hesitation change the rules for strange races. For example, in a campaign where the Underdark is unknown and scary it would be dramatic if drow and dvergar and svirfneblin have different rules for their innate magic. Depends on the wand - some will, some won't. When I hand out magic items, I always note on the item what components (V and/or S) it requires. [/QUOTE]
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Two magic-related rules questions
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