On a more serious note, I've actually fleshed out verbal components somewhat with my custom spells. I started putting language requirements for my spells as the verbal component. If you couldn't speak Celestial, you couldn't cast this spell, etc. It gave a bit more meaning to the Speak Language skill. I think Dragon magazine published an issue with this idea not too long ago, so I don't know if it's mainstream now or what, but I thought I'd toss it out there. I definitely wouldn't want to have anyone intoning anything that even remotely sounded occult at the gaming table...though I am a practicing Wiccan, I'd rather not blend my religion with a game. Furthermore, it would probably unnerve my players. I do rely heavily on languages though, and I've put quite a bit of work into fleshing out the languages of my game world, so my players often find inscriptions in strange tongues (for example, I'll often use Latin as the language of Thorass in the Forgotten Realms). My players seem to go for that sort of thing, as it can be fun to immerse yourself in another culture. I once had a player playing a desert paladin who used a lot of Arabic phrases (I made it equivalent to Alzhedo in the Forgotten Realms) in character, and that was always fun. However, I'm digressing off of the main topic. Verbal components mainly correlate with known languages in my game, simply to add more weight to the Speak Language skill.