Every spell is perceptible! – Somatic and Verbal Components of Spells – The Design of Dungeons & Dragons 5e #9

Karlinius, the cleric, lay his hand on Schubertus’ shoulder and whispered: “May Tymora’s blessing be upon you.”

Nor Par Car’s eyes narrowed to slits when he saw the cleric’s hand on the rogue’s shoulder. Without a word, he laid the cards on the table, drew his dagger and rammed it into the tabletop with a dull thud.

“No foul magic tricks here!” he rumbled in an icy voice, his gaze fixed on Karlinius.

Karlinius tried to calm the situation; his voice remained calm, but there was a hint of tension in it: “Let’s all keep a cool head,” he said thoughtfully, but he could feel that the situation was already getting out of control.

Probably one of the most overlooked and forgotten rules in Dungeons & Dragons 5th Edition concerns spell components and their effects on the game.

Every spell in D&D 5e requires at least one somatic or verbal component, and may also require a material component. I am not aware of any spell that works entirely without components.

The problem is that the rules for perceiving spells by the components used are only implicit. The rules state that:

Components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M)

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access a spell’s material components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components.

System Reference Document 5.1 – Pages 101-102
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Ultimately, the rules for spell components state only the following: For verbal components, the caster must be able to speak; for somatic components, the caster must have a free hand; and for material components, the caster must possess and hold the material components (although no cost material components can be replaced by a spell focus or a material component pouch). There are no explicit rules about how subtle or obvious these components must be, and whether others will be aware that someone is casting a spell.

The only implication is that, since this is a roleplaying game in which characters perform actions in the game world, somatic and verbal components are also perceptible in the game world – after all, you notice when someone makes spell gestures or recites mystical words.

There is also the metamagic of subtle spells, which allows a spellcaster to cast spells without gestures or verbal components.

So the intention of the designers of D&D 5e is clear: the casting of all spells is fundamentally a perceptible act, purely in terms of gestures and verbal components.

However, there is another aspect to the spell rules:

Targets

A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.

System Reference Document 5.1 – Page 102
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

This makes it clear that we must always look at the individual spell in detail to determine whether a creature knows that it is being affected by its effect. As a general rule, however, if the effect is subtle (i.e. there is no visible, audible, or otherwise perceptible effect of the spell), the spell must explicitly state that the creature is aware of it, otherwise it will go unnoticed. So the rule is that the effect of a spell is only perceived by a creature if there is a visible effect, or if it is explicitly stated in the spell itself.

Doesn’t this contradict the previous rule that the casting of all spells is always considered a perceptible act? No, because there are two separate elements to the spell:

  1. the casting of the spell – that is, the gesturing and the speaking of mystical words to cast the spell.
  2. the effect of the spell – for example, the fire arrow shooting from the hand.

The distinction between the casting of a spell and the effect of a spell

Unfortunately, this distinction is not explicitly mentioned in the game, but it becomes clear when you look at the spell “Counterspell”.

Counterspell

3rd level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell

Range: 60 feet

Target: A creature in the process of casting a spell

Components: S

Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell.

System Reference Document 5.1 – page 131
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

You interrupt a creature while it is casting a spell. This means that the spell is not yet fully activated and the spell effect has not yet materialised. It also emphasises the visibility of the spell, as you need to be able to see the creature casting the spell. For example, spells cast using the metamagic “subtle spell” cannot be the target of a counterspell.

In theory, this means that a GM should say: “The lich starts casting a spell, takes out a tiny ball, and points a finger at a spot between all your characters…” During this time, a character has the opportunity to cast a counterspell. However, if the GM then says, “And a fireball whizzes out and explodes between you,” it is too late to cast a counterspell.

In practice, many GMs simply say: “The lich is casting a fireball”, and players are then allowed to cast a counterspell. Often, tables do not make a clear distinction between the casting of a spell and its effect, making the counterspell an overpowered spell, as players can cast the counterspell with more information than is actually intended. In terms of the rules, you can guess which spell it is when it is cast, based on the components, but you only find out when the spell is complete and the effect occurs.

The problem, however, is that no rule other than the counterspell explicitly interacts with these two different points in time – the casting of a spell and the effect of a spell. As a result, many tables overlook this distinction, partly because the rules do not explain it clearly.

As a result, the components, especially the somatic and verbal components, are often neglected, as they are irrelevant in combat outside of the “you must keep one hand free” rule, unless a counterspell is cast.

Nevertheless, the rules and the distinction between the casting and the effect of a spell are implicitly applied in the game.

Casting spells in secret (without metamagic)

Perceptible and hidden working of a spell

The example I used as the opening text illustrates such a rule: the casting of the spell is obvious. The spell requires a clearly visible gesture and a verbal component. While the gesture is specified – you touch a willing creature – the verbal component remains vague. What could it be? Given that it is predominantly used by clerics, it can be assumed to be some sort of blessing, a variant of “God XYZ, bless this creature in its endeavour”. In German, it is explicitly called ” Divine Guidance”, whereas in English it is simply called “Guidance”. This is a visible act (it could be argued that the cleric could make a deception roll to secretly cast Guidance so that the other creatures at the table don’t notice).

So if Guidance is used during a poker game to give the rogue a 1d4 bonus on his next Bluff check, this is an obvious act, and the other creatures will be angry that this is happening.

Basically, as a DM I would do the following: If a creature starts casting a spell that other creatures can notice, and the spell has unspecified somatic or verbal components, the rule is that those other creatures will notice, unless the creature decides to try to do it secretly. For gestures, I would require a Dexterity (Sleight of Hand) roll against the other creatures’ Passive Perception, and for verbal components, a Charisma (Deception) roll against Passive Insight. For more detailed gestures or verbal components, I would make it case-by-case. For example, if you were using Suggestion, the verbal component would be the phrase you say to the creature. In this case, it would not be overt spellcasting, as it is simply a phrase that could be used in normal conversation. It should be noted, however, that if the character also needs to touch a material component (such as a snake’s tongue for suggestion or a spell focus for replacement), they would have to do so stealthily, for example by keeping the spell focus in their pocket and touching it there.

Perceptible and non-perceptible magical effects 

Let’s return to the spell of Guidance. The effect of this spell, the blessing that allows you to roll an extra 1d4, is invisible. This means that if a cleric casts Guidance on a rogue out of earshot and out of sight of other creatures, no one will know that the rogue has received the boon of Guidance.

On the other hand, if you cast the spell Light when you are alone, for example, no one will notice that the spell has been cast. However, the effect of the spell, which is to make the stone glow, is visible to everyone.

So there are spells with visible and invisible effects – and these can usually be easily deduced from the spell text. Guidance has no visible effect, but light does. One is perceptible, the other is not.

However, there are also some spells that a character casts on another creature that have undetectable effects, such as Suggestion, Friend, Detect Thoughts or Charm Person. Here we must return to the rule mentioned earlier:

Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.

Let’s stay with the Suggestion spell. Nowhere in the text of the Suggestion spell is there any mention of a creature being aware that it is being enchanted. This means that the effect of the spell goes unnoticed by the affected creature.

There are two scenarios for Detect Thoughts: The superficial perception of thoughts goes unnoticed. However, if it penetrates a creature’s thoughts more deeply, it will be noticed whether or not the creature succseds on a saving throw.

For such undetectable effects, the spell description must explicitly state that the creature is aware that someone has attempted to cast a spell on it.

Always consider the casting of the spell and the effect of the spell

But when we detect thoughts, we must bear this in mind: Casting a spell is a visible act. A creature should therefore not do this in a place where others can observe. Detect Thoughts requires somatic, verbal and material components, although the somatic and verbal components are not described in detail. We must therefore assume that others can tell when the spell is being cast.

Therefore, if a player character wants to ensure that his spell remains undetected, he must first keep the casting of the spell itself secret (e.g. by casting the spell in a secluded place or using the metamagic “subtle spell”). At the same time, he should choose spells that have no obvious effect. Those two steps are always required.

Problem

The problem, however, is implementing this in the game. Players often tend to ignore the somatic and verbal components completely. The wrong principle is often applied: “Others don’t usually notice my spells”.

As a GM, however, you must point out the correct principle to the players: “As a rule, casting a spell is always a perceptible act, and exceptions to this must be explained”.

As an example, I would like to show you this video from Viva La Dirt League:

Loud spells alerting enemies in D&D – YouTube (External Link! We cannot be held responsible!)

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Yours truly,

A.B. Funing

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