Tuesday, May 14, 2013

D&D Next & Past: History of targets knowing about spells


During a game of D&D Next, the question came up of what a spell's target knows about spells cast upon them. This is not a new question to D&D, and given the nature of D&D Next to admix the previous editions, I wanted to detail some subjective history as I can best recall.


I forget whether it was 3ED or 4ED that clarified that targets are aware of spells cast upon them, who cast the spell, and what the spell was. For SURE within 4ED, 3ED I'm not positive offhand, but I think it was first addressed in mid-3ED in a Sage Advice column. 
2ED and 1ED and BECMI had no such clarification, so it was done by house rules. And as you can imagine, it did come up in most games eventually.


This is most troublesome when it's A) not obvious who's casting the spell, for example a silenced and stilled spell or an invisible caster. B) a spell with no noticeable effects upon a successful save, particularly charms and holds, especially when the party is trying to be sneaky. (e.g. Can you re-cast a failed charm on the guard at the door? When the spell wears off, does the guard realize she was charmed or does she simply remember being unusually happy to see you?)


What were popular table rules in the older versions?

1. Since it's quite possible for a target to simply not know about a caster being there at all, most tables ruled that the target does not automatically know who cast the spell that they're saving against.

2. To the question of whether targets notice spells that have no noticeable effect upon failure, there's more variation. If the save was made by a significant margin, or the target made a subsequent ability-based check, they could notice something. Other tables simply had nothing happen; like the spell fizzled.


3. The aspect that probably continues to generate the most debate is whether targets can identify the failed spell. Obviously, non-magic-focused characters are not even going to know the names of most of the spells available to high-level casters. Even if the target saw a spell name printed in bold letters they wouldn't know its effects, even more so in campaigns in which casters create their own custom spells. So it follows that the target wouldn't possibly automatically know what the spell was named. What the effects are, that's a different story.


I think it was 3rd edition that allowed a Spellcraft check to identify a spell- but even that is a little loose, because technically you identify the spell by watching it being cast, not by being the target. Regardless, that's pretty much the way it worked in most of the tables I played. You could use whatever the magical skill of the edition was to identify the spell.  If you had a high skill because you were that class or similar, well, yeah, you'd almost always identify any spell. This was generally based on spell level, so say, 2nd level spell Hold Person might have a particular feel to it that a 5th-level prison guard has probably felt a few times so it makes sense they'd maybe identify it, but 8th level spell Maze? What's that? So as a table rule, you might use the spell level versus target's character level to set a difficulty to determine what the spell effects would have been, or perhaps simply the magic school. (Enchantment/Charm, Evocation, Necromancy, Illusion, etc.)


A search for rules covering this question in D&D Next turned up no official rule as of yet.


Eric Weberg

No comments:

Post a Comment