The Spectacular Shows of Magic Club Black: A Must-See Experience

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Magic Club Black is a popular and well-known magic club located in the heart of the city. It is a place where magic enthusiasts come together to share their love and passion for the art of magic. The club offers a wide range of activities and events for its members, including magic shows, workshops, lectures, and social gatherings. One of the highlights of Magic Club Black is its regular magic shows, where members have the opportunity to showcase their skills and perform in front of a live audience. These shows are not only entertaining but also provide a platform for members to learn from each other and improve their craft. In addition to the magic shows, Magic Club Black also organizes workshops and lectures conducted by experienced magicians.


For example, complaining that Guidance was broken because it made Clerics better at skills than Rogues or Bards. They were using it for Stealth and allowing the cast to ignore the verbal and somatic components.

Affected creatures must make an intelligence saving throw, on a fail they take 1d4 psychic damage and have disadvantage on intelligence checks and saving throws until the end of their next turn. What I m talking about is a risk reward trade-off in difficult social situations such as law enforcement frowning on public displays of magic, as you suggested.

A deceitful spell

In addition to the magic shows, Magic Club Black also organizes workshops and lectures conducted by experienced magicians. These sessions cover various aspects of magic, including different techniques, performance skills, and the history of magic. Members have the chance to learn from the best in the field and gain valuable insights that can help them enhance their own performances.

D&D 5E Deceptive Spellcasting

I have noticed people talking a lot about how they allow spellcasters to hide the casting of their spells and even not have their effects noticed even when they have a clear effect.

Most spells should be obvious. They are very powerful abilities, but their downside is that you can't be subtle about it.

The most common form of this is having a character whisper the Verbal components. They require "specific pitch and resonance" and as such should not be able to be whispered.

Somatic components ". include a forceful gesticulation or an intricate set of gestures." You can't change the gestures of a spell just to make it more subtle.

Material components are again, pretty obvious.

Then there is the matter of people living in a world where spells exist. Most NPCs should be able to recognize a spell being cast. It is an important thing to learn about. Casting spells on other people should also be illegal. It is assault or worse.

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wedgeski

Adventurer

Notwithstanding your snippets from the PHB, I'd have a hard time telling a bard that he couldn't weave magic into a song or limerick, but that's just a personal call.

Otherwise, Stealth, Performance, and Sleight of Hand checks are all available for the DM in these circumstances, naturally with some kind of penalty to the effectiveness of the spell on failure, or perhaps whatever happens (Disadvantage on attack rolls, opponent advantage on Saving Throws, etc.).

ad_hoc

(they/them)

Notwithstanding your snippets from the PHB, I'd have a hard time telling a bard that he couldn't weave magic into a song or limerick, but that's just a personal call.

Otherwise, Stealth, Performance, and Sleight of Hand checks are all available for the DM in these circumstances, naturally with some kind of penalty to the effectiveness of the spell on failure, or perhaps whatever happens (Disadvantage on attack rolls, opponent advantage on Saving Throws, etc.).


And I think allowing that to happen is a huge buff for spellcasters that they don't need. It is also a nerf to Sorcerers. Subtle Spell should be a unique ability that only they get.

wedgeski

Adventurer

And I think allowing that to happen is a huge buff for spellcasters that they don't need. It is also a nerf to Sorcerers. Subtle Spell should be a unique ability that only they get.

Nah. Subtle spell gets the sorcerer out of a jail cell when he's bound and gagged. What I'm talking about is a risk/reward trade-off in difficult social situations (such as law enforcement frowning on public displays of magic, as you suggested).

ad_hoc

(they/them)

Nah. Subtle spell gets the sorcerer out of a jail cell when he's bound and gagged. What I'm talking about is a risk/reward trade-off in difficult social situations (such as law enforcement frowning on public displays of magic, as you suggested).

That is reducing Subtle Spell to a very narrow application.

Spellcasting is anything but subtle. You can't whisper. The pitch, resonance, movements, etc. are all exact and specific.

Maybe in the situation you describe it should be the Rogue or Fighter that steps up and uses their skills for the party's benefit.

Magic is brute force. In a social situation you can cast a spell to compell people to do things, but there will be repercussions.

KahlessNestor

Adventurer

And yet it happens in the novels all the time. I'm not too worried about it.

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wedgeski

Adventurer

That is reducing Subtle Spell to a very narrow application.

Spellcasting is anything but subtle. You can't whisper. The pitch, resonance, movements, etc. are all exact and specific.

Maybe in the situation you describe it should be the Rogue or Fighter that steps up and uses their skills for the party's benefit.

Magic is brute force. In a social situation you can cast a spell to compell people to do things, but there will be repercussions.

Eh, honestly I think that strips the game of potential drama for the very small cost of *slightly* reducing the Sorcerer's niche. Your reading of the spellcasting rules is reasonable, but not one by which I'd live or die.

ad_hoc

(they/them)

Eh, honestly I think that strips the game of potential drama for the very small cost of *slightly* reducing the Sorcerer's niche. Your reading of the spellcasting rules is reasonable, but not one by which I'd live or die.


I feel like you haven't read my posts.

doctorbadwolf

Heretic of The Seventh Circle

How spellcasting works in this regard is entirely up to the group. The game works fine if one allows subtle spellcasting.

I just require a bluff or slight of hand check, and investigate or arcana to detect the spell in spite of the attempt to hide it.

jaelis

Oh this is where the title goes?

Lots of ways you can play the game. If your group is having fun you're doing it right. If someone else is having fun playing differently, they are doing it right too.

ad_hoc

(they/them)

Lots of ways you can play the game. If your group is having fun you're doing it right. If someone else is having fun playing differently, they are doing it right too.

But we shouldn't discuss anything?

Buffing spellcasting by not having them be noticed by other characters causes all sorts of problems.

I made the thread in response to a variety of posts I have seen lately either stating that certain spells are overpowered or are must haves. It turns out in these cases the problem was ignoring the components of the spell.

For example, complaining that Guidance was broken because it made Clerics better at skills than Rogues or Bards. They were using it for Stealth and allowing the cast to ignore the verbal and somatic components.

So they were having a bad time but blaming the spell Guidance rather than their mishandling of spellcasting.

Satyrn

First Post
I feel like you haven't read my posts.

That may be because you're not expressing yourself clearly, and he's interpreted your posts differently than you intended them to be interpreted.

When I read your OP, for example, it seems like you're telling people they're playing wrong, that what you think is the right way is The Right Way.

But that's probably not what you mean, so you're probably not expressing yourself clearly.

Satyrn

First Post

But we shouldn't discuss anything?

Buffing spellcasting by not having them be noticed by other characters causes all sorts of problems.

I made the thread in response to a variety of posts I have seen lately either stating that certain spells are overpowered or are must haves. It turns out in these cases the problem was ignoring the components of the spell.

For example, complaining that Guidance was broken because it made Clerics better at skills than Rogues or Bards. They were using it for Stealth and allowing the cast to ignore the verbal and somatic components.

So they were having a bad time but blaming the spell Guidance rather than their mishandling of spellcasting.

Oh, that's better. Now I see that you're talking about helping people fix poor experiences that they've described.

jaelis

Oh this is where the title goes?
But we shouldn't discuss anything?

If you're interested in the question "Is it better to allow subtle spell casting or not?" then that's something that can be debated. But your posts do seem to come across as: "If you allow subtle spell casting then you are doing it wrong." If you're just interested in stating your opinion then what is there to debate?

Buffing spellcasting by not having them be noticed by other characters causes all sorts of problems.

I made the thread in response to a variety of posts I have seen lately either stating that certain spells are overpowered or are must haves. It turns out in these cases the problem was ignoring the components of the spell.

For example, complaining that Guidance was broken because it made Clerics better at skills than Rogues or Bards. They were using it for Stealth and allowing the cast to ignore the verbal and somatic components.

So they were having a bad time but blaming the spell Guidance rather than their mishandling of spellcasting.

Explanation like this is more helpful.

Me, I don't allow subtle spell casting in general because I think you have to say the V component firmly.

jgsugden

Legend

There is a lot of advice from Crawford out there on this topic. There are obvious physical and verbal elements to spellcasting, but you can disguise them, hide them or obscure them if you're smart.

Casting a spell in a loud and bustling marketplace, even when it involves huge gestures and loud speaking, might go unnoticed by the target. If the spell has no obvious signs, the target may never know it was the subject of a spell. That is all well explained in the rules / advice.

If you have a quiet room, the spellcaster is mere feet from the target and the spell has verbal and somatic components . well, you need to be able to mislead the target if you want them to not realize you've cast a spell. Do you have an excuse for the gestures, weird speech and bat guano you're flinging / bell you're chiming / etc. Those things might not be too out of place if they come from someone that looks like a crazy person. or might seem perfectly logical as part of a blessing or ceremony. Can the spellcaster pull off such a ruse? Sounds like a roleplaying challenge to me.

In the end, I think the proper question is not, "What is too powerful?" I think the question to be asked when a PC wants to pull this type of thing off is, "What is the most fun way to proceed?"

doctorbadwolf

Heretic of The Seventh Circle

My view of casting is that the components aren't set in stone. Those listed or described are the "traditional" ones, and many casters will view them as having to be exactly right, while others will use completely different sounds and gestures (Fuego! Rather than Ignis! To set a thing on fire) to cast the same spell.

I also figure it is harder to cast subtly, because you are splitting focus, and the components are there to help focus your will as it is.

Notwithstanding your snippets from the PHB, I'd have a hard time telling a bard that he couldn't weave magic into a song or limerick, but that's just a personal call.
Magic clup black

Social gatherings are another important aspect of Magic Club Black, as they provide members with the opportunity to network and make connections within the magic community. These events create a friendly and supportive environment where members can share their experiences, discuss tricks and techniques, and learn from one another. Magic Club Black is open to magicians of all levels, from beginners to professionals. It offers a supportive and inclusive community where members can learn, grow, and excel in their pursuit of magic. Whether you are a seasoned magician or someone who is just starting out, Magic Club Black is the perfect place to be a part of..

Reviews for "The Magical Journeys of Magic Club Black"

1. Sarah - 2 stars - I was really disappointed with "Magic Club Black". The plot was confusing and hard to follow, and the characters were underdeveloped. I couldn't connect with any of them or care about what happened to them. The writing style was also very dry and dull. Overall, I found this book to be a complete letdown and I wouldn't recommend it to anyone.
2. John - 1 star - I just couldn't get into "Magic Club Black". The story seemed so predictable and the twists were lackluster. The dialogue felt forced and unnatural, and the pacing was incredibly slow. I found myself skipping ahead just to get to the end. I was really hoping for a gripping and exciting read, but this book fell flat for me.
3. Emily - 2 stars - "Magic Club Black" was not what I expected at all. The characters were one-dimensional and the world-building was lacking. The magical elements felt shallow and poorly explained. The writing itself was also mediocre, with awkward phrasing and repetitive descriptions. I was disappointed by this book and wouldn't recommend it to others who are looking for a well-crafted fantasy story.

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