(Rewriting -- including reducing second person and fixing copies of D&D info)
 
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The '''components''' of a [[spell]] represent what is required of a caster for the actual casting of that spell, in addition to having the spell available (c.f. [[spell slot]]). There are two types of components in [[Neverwinter Nights]] — somatic, representing gestures, and verbal, representing speech.
==Component==
 
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These components are kept abstract in the sense that particular words and gestures are not described for each spell. Instead, just the type(s) of required components are listed for each spell (sometimes abbreviated "S" and "V"), allowing players to fill in the details with their imaginations.
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([[Dungeons & Dragons]] included a third type of component — material, representing various powders and reagents consumed by casting a spell — but this is only implemented in Neverwinter Nights as custom content.)
   
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A '''somatic (S)''' component is a measured and precise movement of the hand. An [[arcane]] spellcaster wearing [[armor]] or using a [[shield]] incurs a chance of [[spell failure]] (the amount is noted in the armor or shield description) when casting any spell with a somatic component.
A spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has.
 
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The casting of [[nonsomatic spell]]s is not subject to spell failure due to armor and shield.
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(In Dungeons & Dragons, a somatic component also required having a free hand; this was not implemented in Neverwinter Nights.)
   
'''Verbal (V)''': A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A [[Silence|silence]] spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.
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A '''verbal (V)''' component is a spoken incantation, which must be uttered with a strong voice. A [[silence]] effect spoils the incantation, hence no spells with a verbal component may be cast while silenced.
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A spellcaster who has been [[deaf]]ened has a 20% chance of failure when casting an arcane spell with a verbal component.
 
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The casting of [[nonverbal spell]]s is affected by neither silence nor deafness.
'''Somatic (S)''': A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
 
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[[category:magical concepts]]
[[Category:Spells]]
 

Latest revision as of 21:29, 3 October 2010

The components of a spell represent what is required of a caster for the actual casting of that spell, in addition to having the spell available (c.f. spell slot). There are two types of components in Neverwinter Nights — somatic, representing gestures, and verbal, representing speech. These components are kept abstract in the sense that particular words and gestures are not described for each spell. Instead, just the type(s) of required components are listed for each spell (sometimes abbreviated "S" and "V"), allowing players to fill in the details with their imaginations. (Dungeons & Dragons included a third type of component — material, representing various powders and reagents consumed by casting a spell — but this is only implemented in Neverwinter Nights as custom content.)

A somatic (S) component is a measured and precise movement of the hand. An arcane spellcaster wearing armor or using a shield incurs a chance of spell failure (the amount is noted in the armor or shield description) when casting any spell with a somatic component. The casting of nonsomatic spells is not subject to spell failure due to armor and shield. (In Dungeons & Dragons, a somatic component also required having a free hand; this was not implemented in Neverwinter Nights.)

A verbal (V) component is a spoken incantation, which must be uttered with a strong voice. A silence effect spoils the incantation, hence no spells with a verbal component may be cast while silenced. A spellcaster who has been deafened has a 20% chance of failure when casting an arcane spell with a verbal component. The casting of nonverbal spells is affected by neither silence nor deafness.

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