How to Flavor your D&D Spells

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Hello friends, Ginny Di here And today we are gonna talk about flavor And no, I'm not talking about  the official D&D cookbook Although I do have a cooking  show where I make recipes from it So check it out in the cards I'm talking about narrative flavor Thematic details that don't actually  affect the mechanics of gameplay In my opinion, flavor is one of the best parts of playing an imaginative  role-playing game like D&D And magic is one of the most  fun places to show it off So today I'm gonna walk you through how to come up with your own unique  flavor for your spellcasting character Before we get into the how-to, I just want to  dig a little deeper into what flavor actually is The simplest explanation is that  flavor is any descriptive element that doesn't affect the mechanics of play To be clear, you can flavor a  lot more than just spell-casting You can flavor how your character fights, what their armor or weapons look like, how they perform a check or a save I just want to talk spells today because  I think they're super fun to play with But these suggestions could easily be adapted to flavor other elements of your gameplay Also flavor is already built into some spells For example when you cast Chill Touch It's described right there in the  handbook as a ghostly skeletal hand The way that it looks doesn't have any  effect on how you roll your ranged attack or how much damage you do It's just flavor But where it gets really fun  is creating your own flavor For example, when my warlock Aisling  looks through the eyes of her familiar Nightshade the pseudodragon I describe her own eyes going  full black iris and whites with sort of an oil slick purple  sheen like Nightshade's own scales This is a visual that helps me and the other players at the  table visualize what's happening And just makes this particular  action feel cool and interesting You don't even have to accept the  flavor that the handbook provides But one crucial part of all of this is  that you need to communicate with your DM Some DMs will be really open to flavor and others may prefer you to stick a  little closer to what's in the handbook Some may even allow you to change  mechanics to suit the flavors Such as Matt Mercer in Critical Role allowing Jester's Hellish Rebuke to  deal cold damage instead of fire damage Everything in this video is  predicated on the assumption that you are in communication with your DM Okay? Okay. Let's get started Every spell has components listed which are just the requirements to cast the spell Components can be verbal, somatic, or material These can be a great entry  point for figuring out flavor You might want to describe  how you use these components Or if your spellcaster uses an arcane or  divine focus, what that focus looks like and how they use that Caleb in Critical Role is a great  example of a very literal way to translate the listed  components into flavor description He always describes pulling a specific  material item out of the component pouch like bat guano for Fireball and then doing something with it,  like rolling it in his fingers It's a great narrative reminder that Caleb  as a wizard, is casting magic through study He's practiced and prepared for and  memorized all of the steps to cast a spell Since my character Aisling is a  warlock she has an arcane focus which she can use in place of components So when she casts a spell I often describe her as reaching up to hold  the vial of soil that she wears around her neck and then performing the somatic  gestures with her free hand For verbal components ask yourself what exactly is your  character saying when they cast a spell Maybe Aisling, since her patron is  fae, speaks her spells in Sylvan the language of the fae If you play a bard, you may ask what  verbal component of Hideous Laughter is perceived by the target as being so funny Speaking of which, allow me to shamelessly plug my Tasha's Hideous Laughter video from last week which contains 50 terrible D&D jokes that  would be perfect flavor for casting that spell If a spell does damage you can look to the damaged type for  ideas on how to flavor that damage For example if a spell does fire  damage, where does that fire come from? How does it move? What color is it? Maybe your character speaks a few words of power and their material components ignite in their hand and then they toss it towards their target When it hits it explodes into  a mass of arcane green flames Or maybe they simply extend their  hand to point at their target And the ground beneath them  begins to glimmer with embers before snake-like streams of licking flames  rise up from the earth to circle their body Aisling's patron is a homebrew  archfey called the woman of the soil She has the spell Chill Touch  which deals necrotic damage So to combine that death energy  with the soil theme of her magic I thought of grave dirt, I thought  of people being buried in the ground Instead of one big ghost  hand like the spell describes I imagine lots of crumbling  little hands formed of dirt and rotting bits of plant matter emerging from the ground and clutching  at the target's feet and clothes Like they're trying to drag  them down into the earth If it suits your character This might be a place that your DM could  allow you to make changes to the damage type As long as they don't think that it's going  to seriously skew how effective the spell is But that's starting to get into homebrew  territory which some DMs just may not be into So remember that you can still flavor damage without actually making mechanical changes If you want your multi-class  wizard/cleric to cast a fireball that appears as a glowing golden burst of  divine energy you can still describe it that way even if it deals fire damage If you're feeling like there is a lot  to keep track of while playing D&D I feel you Not only is it hard to take notes while playing But it's even harder to take notes that are  organized enough to go back and reference later That's why 1985 Games has sponsored this video to share their newest Kickstarter: Dungeon Notes These simple little journals are  designed to make it as easy as possible to take and revisit organized notes There's a player's journal for your character  sheet, spells, items, and session notes complete with a customizable index And even a little tracker for  crafting or skill training where you can log how many hours  you've put in towards specific goals For DMs you can use the session notes journal to keep track of your players' AC,  passive perception, and max hit points or to jot down stat blocks and sketch out maps Plus, grab the campaign notes journal  to keep track of larger scale info like your world's deities, and factions,   historical timelines, and  important locations and NPCs For more flexible or disposable notes They have also designed  these little sticky note pads So that DMs can keep track of things  like initiative order or last minute NPCs And players can easily keep tabs on hit  points and spell slots session by session Instead of constantly erasing and  rewriting on your character sheet If you've been interested in D&D journals before but found it difficult to justify the price point especially for multiple characters you are going to love how  accessible dungeon notes is Check out their Kickstarter at the  link in the description to learn more and make your own pledge Most spells are available to multiple classes But that doesn't mean the  spell has to look the same when used by casters who draw their  magic from very different sources Thinking about where your class gets their magic can inform how they might  cast each spell differently For example, Pass Without Trace would  probably look very different for a ranger than it looks for a druid For a ranger, Pass Without Trace might mean that they're familiar enough with the land that they can lead their party through  areas that are quieter or darker They have a magically granted understanding of which plants will rustle loudly when disturbed or which types of dirt will  retain clear footprints which animals will cry out when they see a person Meanwhile a druid's version of Pass Without Trace might mean that nature shapes itself around your party as they travel Twigs choosing to snap more  quietly beneath your feet A slight breeze causing the shadows of  leaves to shift to conceal your passage Aisling is a multi-class warlock/druid  but she was a warlock first and her druidic origin is still  tied to her warlock patron So I tend to flavor even her druid spells  with sort of a dark, spooky, warlock-y feel You can also bring elements of your character's personality into how they cast spells Are they really showy and attention seeking? Maybe they speak their verbal  components in a booming voice make grand gestures Maybe there are effects that come alongside the spell that are purely for show Or if they're shy, they might whisper  or mumble their verbal components And perform more subtle gestures If they get angry easily they might  be the type to hurl their spells Or deliver them with martial looking strikes Or maybe the magic itself is red  and orange and aggressive looking If they're a very precise detail-oriented person Their spell casting might be very intricate or the magic might manifest  itself in geometric patterns If you're not sure what your  character's personality is I have a video to help with that,  you can check it out in the cards Aesthetic and theme can come into play here too For example, Aisling has  flowers growing from her hair So when she wildshapes there are also flowers growing from the fur or feathers of whatever creature she's turned into Digging into your character's history  can also inform their spell casting How did they learn these spells? If they learned magic in a school  or in some sort of structured way They might be methodical and  do the same thing every time A spellcaster like that might warm up each morning practice their somatic movements  in the evenings before bed they may even mutter the  memorized steps to themselves or count them as they cast If their spell attack misses it might be described as them forgetting or mispronouncing a word Their community or geographic  location can also have an impact Maybe a caster who was raised  in a sea-faring community sings or chants their verbal components like a sea shanty a work  song to time their rowing to Or maybe a caster raised  by a militant tribe or clan learned to channel their magic through weapons Aisling learned her magic  while living in a community that judged and shunned her adoptive  mother who was labeled as a witch So her magic in some ways  comes from a place of shame She's never going to be a showy caster because she grew up believing that magic  was something to hide and feel guilty about I imagine this means that she  speaks verbal components quietly She probably hunches and turns away from  people while making somatic gestures In the end, as long as the mechanics stay the same you do not have to do the same  things that everyone else is doing Have a perpetually sniffly character  who cast spells by sneezing Cast ranged spells by folding your components into a paper airplane and throwing it Make all of your verbal components worthless yells Cast spells through dance Do whatever sounds fun and interesting to you I feel like I always say this, but it's a game And better yet, it's a game where we  have total control over how it's played So why not do crazy things? D&D is the absolute last place you  should be thinking inside the box I'd love to hear about how you flavor  your spells and actions in the comments And as always if you have any tabletop  gaming or character building questions that you would like me to  answer, please let me know!
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Channel: Ginny Di
Views: 301,995
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Keywords: ginny di, dungeons and dragons, 5th edition, dungeons & dragons, how to play d&d, d&d 5e, dungeon master, tabletop games, role play, role playing, tabletop rpg, 5th edition d&d, d&d spells, dnd spells, spellcasting, flavor text, how to, how to roleplay, roleplaying spellcasters
Id: kE3W_sKIba8
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Length: 10min 10sec (610 seconds)
Published: Wed Mar 10 2021
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