Sensory Effects of Spellcasting (DK)

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The stealthy preserver crouches low behind the stone walls of the ruins, fumbling through his belt pouch for his material components, peering cautiously around for signs of the approaching gith marauders. Breathless, he draws out his precious components and begins his chant and hand motions. Verbal, somatic, and material components are all in play, but what's really happening? What are the sensory effects associated with casting a spell? 
On Athas the casting of magical spells often draws unwanted attention. The sensory effects of casting and the ways a wizard might cover, expand, or mimic them are acutely important. These sensory effects relate directly to detection; the greater the effects during casting, the greater the chance the wizard is found out. Of course, when a wizard wishes to dramatically announce his spellcasting abilities, the greater the effects the better. 
Understand the distinction between casting a spell and the spell itself. While casting a lightning bolt, for instance, the wizard combines verbal, somatic, and material components to produce aural, visual, and possibly other effects. Once these casting effects are completed, the bolt itself has a sensory character all its own. 
Sensory effects of casting are peculiar to each wizard. A wizard has some ability to alter the sensory effects of the spells themselves. With these tools, both player and nonplayer character wizards can tailor their own personal styles, marks of distinction that are completely their own. Also, in a world where wizards are outlaws, secreting their powers away from the general population, intrigue and deception become important tools in rooting them out. 
This section explores the use of psionics and magical items to mimic spell effects, and of cantrips to simulate casting effects. These rules are optional. They adapt easily to any AD&D ® campaign, not just those set on Athas. 
==Specific Effects==
All spells have both a visual and aural effect during casting. Middle-level (4th- to 6th-level) spells may also have effects that appeal to the senses of touch, smell, and taste. High-level spells may have additional (sometimes grand) effects. 
Here are some possible effects. More appear on the tables that follow. Players and DMs should feel free to create others. 
Visual effects: Streaks of sparkling multicolored light emerge from the vanishing material components, follow the movements of the spell's somatics (if any), then settle on the subject of the spell. The sparkling lights slightly illuminate the caster and target of the spell for the spell's entire casting time. Brightness is determined by spell level; co lo r varies by spell and by caster. Other possible effects include glowing rings of light, heatless Parnes, and so on. A visual effect cannot substitute for an existing spell such as light or the various illusions. 
Aural effects: Along with any verbal components, a shimmer like that of tiny, metal wind chimes accompanies the caster's words, rising and falling with the spell's somatics. The jingling emanates from the caster's location, rising from silence to its maximum volume and back to silence over the casting time. Volume is determined by spell level. Other possible effects include a roaring wind, thousands of slithering snakes, etc. 
Olfactory/taste effects: For spells with olfactory sensory effects, an odor unique to the caster or the spell permeates the air. The smell may be pleasant, such as Bowers or perfumes, or quite unpleasant, such as rotting meat. For spells with taste sensory effects, creatures near the caster taste a foreign Bavor: food, candy, or something arbitrary-dust, metal, blood, etc. Intensity of the smell or 0avor is determined by spell level. 
Tactile effects: Creatures near the caster feel something brush up against them. The nature of the sensation can be soft and pleasant, such as feathers, or abrasive, such as grit or jagged bone. Intensity of the sensation is determined by spell level. 
Additional effects: A wizard may tailor a spell to have additional effects. Unusual static electricity may arise in the vicinity. Small animals may stand still or slowly back away and hide during casting. This category is broad and open-ended. 
Grand effects: Spells of especially high level may cause grand effects in casting. The ground may tremble, rocking tables and tipping over bottles. The weather may temporarily change, clouding over ominously, wind picking up or stopping, temperature growing abnormally hot or chill. 
 Spell Effects of casting
SpellLevel	Visual/Aural	Olfact/Tact	Add'l	Grand
1-3 	Yes 	No 	No 	No
4-6 	Yes 	Opt 	Opt 	No
7-9 	Yes 	Yes 	Opt 	Opt
10 	Yes 	Yes 	Opt 	Yes
: Opt: Optional. 
Sensory effects for casting are particular to each wizard. The effects themselves remain constant for each sensory category, no matter what the spell level. 
==Detection of Spellcasting==
When a wizard casts a spell, there is a basic chance that any casual observers will notice. In situations where casting a spe l might bring unwanted attention, each such observer should be allowed to make a Wisdom check. (For characters whose attribute scores aren't already known, assume a Wisdom score of 10). Modify the check based on the situation-a few sample modifiers are presented here. 
Positive modifiers:
: Absolute silence at time of casting, +2 
: Casting Variation proficiency successfully used, +/-4 
: Careful attention by observer, +8 
: Observation made in darkness, +4 
: Spell also has olfactory/ tactile/ taste effects, +3
: Spell also has additional effects, + 3 
: Spell also has grand effects, automatic detection 
Negative modifiers: 
: Minor distractions (conversation, eating, etc.), -2 
: Major distractions (brawl, storm, etc.), -6
: Observation made in full daylight, -4 
: Loud noises at time of casting, -3 
: Somatic Concealment proficiency successfully used, -3 
To qualify as an observer, a character must be within easy sight of the caster, performing no delicate tasks, and within the range given on the following Sensory Intensity Table. An observer paying careful attention to the wizard's actions may be at any distance within eyesight. 
 Sensory Intensity Table
SpellLevel	Visual/Aural	Olfact/Tact	Add'l	Grand
1-3 	20 	— 	— 	—
4-6 	30 	20 	10 	—
7-9 	40 	30 	20 	40
10 	60 	40 	30 	60
: Number: Radius in yards from the caster that the sensory effect is observed. 
: — : The sensory effect is not present or not ordinarily detected. 
==New Proficiency: Sensory Alteration==
Sensory Alteration, an optional proficiency available only to wizards, is based on Intelligence, takes a check modifier of -2, and requires two proficiency slots. Use it if sensory effects of casting are important in the campaign. 
Wizard characters who have this proficiency can increase or decrease the sensory effects of casting by lengthening the casting time of the spell. The casting time must be doubled to use the proficiency. On a successful check, the wizard makes the change. Increasing the effects triples the range at which they are normally detected-they become almost impossible to ignore, especially in an enclosed area like a room or cavern. Decreasing the effects reduces the range to one-quarter (rounded down). This proficiency applies to all sensory effects in play, including additional and grand effects. 
==Tailoring a Wizard's Style==
Each wizard in the campaign, whether preserver or defiler, has a standard set of sensory effects for spellcasting. This becomes a signature for those observant enough to sense it. 
Player character wizards: Let player characters choose their own sensory effects for casting. At lower levels they need only adopt a particular visual and aural effect. When they gain access to higher level spells, they will choose olfactory, tactile, taste, additional, and even grand effects for casting. Once chosen, the effects cannot change. "Additional " effects are optional, both when being chosen and, once chosen, in any given casting. 
NPC wizards: NPC wizards should have their own sensory effects for casting. Once determined, an NPC wizard's sensory effects cannot change. Make them up or choose them from these tables. 
Visual Sensory Effects
Color (roll 1d10 or choose): 
: 1 Red 
: 2 Orange 
: 3 Yellow 
: 4 Green 
: 5 Blue 
: 6 Purple 
: 7 Violet 
: 8 Silver 
: 9 Gold 
: 10 Rainbow spectrum 
Optional effects (roll 1d10): 
: 1 Images of bladed weapons 
: 2 Images of wild birds or animals 
: 3 Images of ghostly humanoids 
: 4 Flames without heat 
: 5 A distinct glowing rune 
: 6 Lights radiate from wizard's eyes 
: 7 Lights rad iate from wizard's entire face 
: 8 Lights swirl over wizard's head 
: 9 Lights plume up over wizard toward sky 
: 10 Lights radiate in a horizontal plane from hands 
Aural Sensory Effects 
Roll 1d20 or choose: 
: 1 Chimes, high pitched
: 2 Chimes, low pitched 
: 3 Faraway chanting 
: 4 Faraway drums 
: 5 Loud, intense heartbeat 
: 6 Horrible moaning 
: 7 Ecstatic shouting 
: 8 Distant thunder 
: 9 Hunting horns 
: 10 Metallic clanging 
: 11 Sounds of mass battle 
: 12 Low maniacal laughter 
: 13 Raging torrent of water 
: 14 Raging wind sounds 
: 15 Low earthquake rumble 
: 16 Sounds of erupting volcano 
: 17 All sounds echo loudly 
: 18 Noises sound slowed-down or speeded-up 19 Sounds shifted up or down one octave 
: 20 Chorus of whispers; nonmagical sounds in vicinity are muted 
Olfactory/Taste Sensory Effects 
Roll 1d20 or choose: 
: 1 Wildflowers 
: 2 Local spices 
: 3 Exotic perfumes 
: 4 Pine needles 
: 5 Perspiration 
: 6 Strong alcohol 
: 7 Chalk dust 
: 8 Ozone 
: 9 Burning rubber 
: 10 Sulfur (rotten-egg smell) 
: 11 Formaldehyde (sickly sweet smell) 12 Sickening smell of rotting flesh 
: 13 Sickening smell of thri-kreen ichor 14 Thick, overpoweringly sweet taste 15 Delicate flowery flavor 
: 16 Taste of favorite beverage 
: 17 Taste of least favorite beverage 18 Intense sour taste 
: 19 Intense salt taste
: 20 Intense bitter taste 
Tactile Sensory Effects 
Roll 1d10 or choose: 
: 1 Prickling of skin 
: 2 Tickling in throat 
: 3 Goosebumps all over 
: 4 Cold or warm breeze 
: 5 Feathery touch all over 
: 6 Brief drowning sensation 
: 7 Chest feels tight 
: 8 Clammy flesh 
: 9 Itchy feeling 
: 10 Static crackle, hair stands up 
Additional Sensory Effects 
Roll 1d10 or choose: 
: 1 Image of spell's material component floats before observer's eyes 
: 2 Strange tracks cover the ground 
: 3 Vision of vicious predator in observer's mind (vary vision according to spell's purpose) 
: 4 Observer has vivid memory of a recent experience (vary type according to spell's purpose) 
: 5 Observer suddenly feels the immensity of the universe 
: 6 Observer briefly reverts mentally to ancient past when same spell was used on this spot 
: 7 Observer has sudden imaginary vision of own birth or death 
: 8 Observer instantly knows spell's incantation 
: 9 Clouds temporarily gather or are dispelled overhead 
: 10 Air grows thick and hard to breathe, or thin, carrying sound less well 
Grand Sensory Effects
: Never roll grand effects randomly. Instead, design effects appropriate to the spellcaster's style and character. Make them atmospheric rather than damaging. Grand effects should not have substantial effect on combat in themselves, though they can mimic low-level spell effects. Some examples follow. 
* Ground shakes ( -1 to Dexterity checks and movement ). 
* All nonmagical glass in vicinity cracks. 
* Desert sand in area temporarily fuses into glass. 
* Those near wizard glimpse another dimensional p lane. 
* Everyone in vicinity learns target's name. 
* Target's dose relatives elsewhere on Athas suddenly feel fearful or giddy (vary feel ing according to spell's effect). 
* For next hour, wizard's companions see all creatures as walking, talking skeletons. (This is well suited to necromantic magic.) 
More (and more powerful) ideas appear in the Wild Surge Results Table of the Tome of Magic rulebook (pp. 7–8). Avoid its comical, dangerous, or minor effects. 
==Sensory Variation of Spells==
A wizard may alter not only sensory effects of casting, but also sensory elements of the spell effects themselves, within limits. 
If a wizard learns a spell from another wizard (that is, copies it directly from that wizard's spell book into his own), then the sensory elements of the spell are exactly like those of the tutor wizard. If the tutor wizard's lightning bolt spells are bright white with associated thunder, then so are the student wizard's lightning bolts. 
However, a wizard who researches a spell independently can alter the sensory elements of the spell as desired. For instance, the wizard's lightning bolts can be blood red and have a tremendous electrical crackle. The wizard must make these decisions when writing the spell in the spell book, and any changes are peculiar to that spell only. To change the sensory elements of a known spell, the wizard must research the spell from scratch. 
Altering the sensory elements of a spell's effects never alters how the spell functions. Unique sensory elements never mask or disguise a spell-even a blood-red lightning bolt is still obviously a lightning bolt. 
==Specialist Effects==
The DM may wish to create special casting effects for specialist mages when employing spells from their school of magic. These possibilities provide a starting point. 
Abjurers: Cause a golden sheen to settle around the area of effect. 
Conjurers: Spell leaves behind a hint of chill air. 
Diviners: Magic brings a whiff of ancient dust or aged tablets to the air. 
Enchanters: Shimmering, almost electrical charge to the air during spellcasting. 
Invokers: Unnatural wavering in vision, like a mirage without heat. 
Necromancers: Stench of rotting flesh left behind after spellcasting. 
Transmuters: Shadows around the caster are frozen, forcing them to catch up to the new situation after casting. 
Illusionists: Can adopt any of these, disguising their specialty as is their calling. 
Any effects are possible, but they should always be regular, for they provide dues to the players. The effect's duration is a matter for role-playing-specialist effects are a tool for the DM to parcel out a tiny bit of information to attentive players, so make it last as long as necessary. 
Wizards from opposing schools may find each others' special sensory effects objectionable, even obnoxious or threatening. 
==Deception==
Nonwizard characters who want to pass themselves off as wizards, in particular as preservers, must simulate two separate effects: sensory effects of casting and the spell effect itself. There are several ways of doing this, including cantrips or illusions, magical items, and psionics. Obviously, detect magic might thwart any pretender's plans. 
Cantrips or illusions: A cantrip, cast either from a magical device or another wizard, can simulate any aural and visual effects of casting. With a cantrip, therefore, a pretender can create a believable set of sensory effects for any spell up to 6th level. Magical items enchanted to cast cantrips can be used by any character class. The item is usually designed to be activated inconspicuously or mentally. 
Illusions such as phantasmal force can create visual effects; improved phantasmal force can create visual and aural effects; spectral forces and advanced illusion can simulate most other sensory effects. Illusions cannot usually simulate grand effects. Illusions must be cast from a device or by another wizard on behalf of the pretender. 
Magical items: Other magical items can simulate actual spell effects. The spell effect is created by the magical item, but the pretender must mimic sensory effects of casting using a cantrip, illusion, or psionics. Magical items do not usually produce sensory effects, though many exceptions exist. 
Psionics: Psionics can simulate both spell effects and sensory effects of casting. A careful psionicist can impersonate a wizard with a proper combination of disciplines and sciences. 
==Defiler Deception==
A defiler masquerading as a preserver has a most difficult task, but it is not insurmountable. The lifeless ash created with every spell cast can be masked, either through illusions or psionics. A defiler may use magic from enchanted items as well, never actually creating ash by his own casting; in this case, he is considered a nonwizard pretender as described above. 
Illusions: Only intricate illusion spells can mask the destructive ash caused by a defiler's magic. Especially wary audiences, such as members of the Veiled Alliance checking out a potential new member, certainly disbelieve everything they see. 
Psionics: These powers can also cover the ash residue of defiler magic. Again, however, wary audiences may attempt to verify such "magical" spells with detect magic.