Showing posts with label somatic components. Show all posts
Showing posts with label somatic components. Show all posts

Monday, November 28, 2016

Where Dr. Strange's Somatic Components REALLY Came From

If you've seen Doctor Strange (and really, who hasn't at this point?) chances are good you walked out of the theater with a serious Jones to play a spellcaster. Part of that was the great performances of the cast, and part of it was probably because of all the work that had been put in to really sell the spells. Not just the great SFX efforts that went into the production, but the choreography that went into making the spells actually look like something the casters were putting real effort into.

You know what I'm talking about.
If the hand motions used by the Sorcerer Supreme and his fellow magic users look familiar, they should. The movements are called tutting, of finger tutting, and the style is closely associated with street dance. Even if you're not part of that scene, though, you've seen tutting in the Samsung commercial "Unleash Your Fingers". You also saw the choreographer for Doctor Strange if you've seen that particular viral ad. His name is Julian Daniels, but his performing handle is Jay Funk, and you can see more awesome examples of his work on his YouTube page.

He was also the man in the opening scene of the film who forms the magic whip, according to director Scott Derrickson.

Sell The Magic, You Sell The Story


One of the things Derrickson said about Dr. Strange was that he didn't want the magic to feel like anything audiences had seen on-screen before. You know, the usual flick of the wrist, a single word, and then you get a result. The magic in Doctor Strange had to feel old, the techniques and devices steeped in tradition and ancient knowledge. They also had to feel like something that could have existed in secret in the modern world Marvel has been building. And though it's a relatively small detail, these gestures are something that really makes the adherents stand out.

In a good way.
As I brought up previously in What Do Your Verbal and Somatic Components Look Like?, the more effort you put in to stand out, and be unique, the more it feels like you aren't just casting out-of-the-book spells. Just like every swordsman has a unique style, and every brawler has her own approach, your spell components are what reflect your character's unique magical tradition. Because while the effects of the spells may be universal, what you do to create them can make your character really stand out.

And, of course, if you want some simple performance art that you can do without disrupting the table, finger tutting is always an option.

That's all for this week's installment of Moon Pope Monday. If you'd like to support Improved Initiative so I can keep content just like this coming right to your screen, then drop by The Literary Mercenary's Patreon page. As little as $1 a month can make a big difference, and you get some sweet swag if you put at least that much bread in my jar. Lastly, if you haven't followed me on Facebook, Tumblr, and Twitter yet, well, why not start now?

Saturday, December 26, 2015

What Do Your Verbal and Somatic Components Look Like?

In most D20 fantasy roleplaying games, spells have three components; a verbal component, a somatic component, and a material/focus component. These are the things every spellcaster needs in order to turn their willpower into reality, whether they're charming the town guard to let them pass, or summoning aid from the far reaches of the ethereal planes. Clerics and wizards, druids, sorcerers, and others all have these three requirements in common.

However, if you want to make your magic user truly unique, try describing what these components look like to your fellow party members.

"What did you cast?" What does it LOOK like I cast?

In posts like How To Roleplay During Combat and Dungeon Master Alchemy: Turning Stats Into Story, I recommended that players with spellcasting PCs describe the effects of their spells instead of just saying the name of the spell. However, the effect is just one half of a magic user's action. In fact, focusing on the effects instead of the components is sort of putting the horse before the carriage.

Develop Your Spellcasting Style


If you were playing a martial character, you'd ask yourself certain questions. Questions like:

- What is my weapon of choice?
- Who taught me to fight?
- How long have I been doing this?
- Do I use a particular fighting style, or did I make up my own?

Just because your weapon of choice happens to be the primal forces of the elements, or psychic attacks on the free will of your enemies, that's no reason you can't go through the same steps.

That isn't how wizard's duels work!
 
For example, say you're playing a wizard in Pathfinder. You've examined the prominent wizard colleges in Golarion, and you decide your character graduated from the abjuration program in Nex. So, you have an established school, with a long history of both powerful tradition and innovation in the magical arts. Your instructor was a pragmatist, who often tested your reaction times by flinging objects at you, and then when you were more established, throwing magic at you without warning. You were average in power, but developed a unique flair for deflecting elemental spells. Because you were used to reacting quickly, your somatic components are short, sharp gestures instead of wide, sweeping ones.

Alternatively, say you were a conjurer who graduated from the arcane college in Korvosa. An arrogant caster, your imp familiar is imperious and impatient, a tiny reflection on your soul. A master linguist, you make sure to always use the correct language of the plane you're summoning your creatures from. Infernal for devils, celestial for heavenly beings, and abyssal for when you need a slavering demon horde to come to your aid. Perhaps your imp intones the spells simultaneously, adding an echoing resonance to the magic as you connect a space on the material plane to the far reaches of the ether where you are calling forth minions from.

Stand Out From The Other Casters


There are so many different flavors you can add to your magic. If you want to make your next experience unique, or just jazz up your current one, you might consider using some of these spices.

- Language: The language you use for different spells can make a big difference. You could also use language as a way to reflect certain metamagic feats. For example, you might speak your incantations in Ignan in order to let loose with a maximized burning hands.

- Directing The Magic: When you move your hands, what are you doing? Do you mimic the motions of the spell, or do you simply direct it as if you were practicing a more martial art form? When you cast Black Tentacles, do you jam your fingers upward, mimicking the motion of the conjured tendrils? When the cinder flies from your finger when you cast Fireball, do you open your hand violently to trigger the detonation? Or are your motions more like a kata, using your entire body to summon, control, and direct your spells?

- Special Effects: A spellcaster's power comes in a variety of different flavors, and that can add some tell-tale signs that power is about to be unleashed. For example, if your magic user has arcane tattoos, or a divine birthmark, do they glow when she casts spells? Does the air stir around the sorcerer as he unleashes bolts of raw power? Do a warlock's features distort, taking on a cast similar to her heritage when she calls upon the dark power of her pact?

Presentation matters.
 
These are just a few ways you can stand apart from other spellcasters when it comes time to showcase a unique art. Everything from casters who speak their spells in rhyme, to those who incorporate their motions into an interpretive dance, are an option. So, if you want your casters to stand out, give us more than a twist-and-flick when it comes time to make your magic.

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