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<blockquote data-quote="Sword of Spirit" data-source="post: 7458301" data-attributes="member: 6677017"><p><strong>5e Player's Basic Rules</strong> (p.79): "Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a <strong>component pouch</strong> or a <strong>spellcasting focus</strong> in place of the components specified for the spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed* by the spell, the caster must provide this component for each casting of the spell."</p><p></p><p>*In 5e only certain costly components are consumed (there might be one non-costly one that says it is consumed).</p><p></p><p><strong>4e</strong>: Of course no components.</p><p></p><p><strong>3e Player's Handbook</strong> (3.0 p.151; 3.5 p.174) "Unless a cost is given for material components, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch."</p><p></p><p><strong>AD&D 2e Player's Handbook</strong> (Revised version, p.111-113): "To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell can not be cast. The caster must be able to speak (not under the effects of a <em>silence</em> spell or gagged) and have both arms free. (Note that the option spell component rule [following section] can modify these conditions.)...</p><p>When your character casts a spell, it is assumed that he is doing something to activate that spell. He may utter a few words, wave his hand around a couple times, wiggle his toes, swallow a live spider, etc. But under the standard rules, you don't have to know exactly what he does to activated the spell. Some of this can be answered if the DM uses the rules for spell components...</p><p>If the spell components optional rule is used in your campaign, your wizard or priest must have these items to cast the spell..."</p><p></p><p><strong>D&D Rules Cyclopedia</strong> (BECMI) (p.32): "The character must be able to gesture and speak normally to cast a spell..."</p><p></p><p>Looks like I was wrong about 1e though.</p><p></p><p><strong><em>AD&D 1e Player's Handbook</em></strong> (p.100): "As each spell is cast, it is crossed off the character's list of spells memorized for that particular expedition. The same is true for any material components which are required for the spell cast; the components must be ready and then crossed off as expended."</p><p></p><p>So 1e (and maybe OD&D or Holmes Basic--I have no info on them) is the only edition that expects you to track spell components as the default rule.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7458301, member: 6677017"] [B]5e Player's Basic Rules[/B] (p.79): "Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a [B]component pouch[/B] or a [B]spellcasting focus[/B] in place of the components specified for the spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed* by the spell, the caster must provide this component for each casting of the spell." *In 5e only certain costly components are consumed (there might be one non-costly one that says it is consumed). [B]4e[/B]: Of course no components. [B]3e Player's Handbook[/B] (3.0 p.151; 3.5 p.174) "Unless a cost is given for material components, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch." [B]AD&D 2e Player's Handbook[/B] (Revised version, p.111-113): "To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell can not be cast. The caster must be able to speak (not under the effects of a [I]silence[/I] spell or gagged) and have both arms free. (Note that the option spell component rule [following section] can modify these conditions.)... When your character casts a spell, it is assumed that he is doing something to activate that spell. He may utter a few words, wave his hand around a couple times, wiggle his toes, swallow a live spider, etc. But under the standard rules, you don't have to know exactly what he does to activated the spell. Some of this can be answered if the DM uses the rules for spell components... If the spell components optional rule is used in your campaign, your wizard or priest must have these items to cast the spell..." [B]D&D Rules Cyclopedia[/B] (BECMI) (p.32): "The character must be able to gesture and speak normally to cast a spell..." Looks like I was wrong about 1e though. [B][I]AD&D 1e Player's Handbook[/I][/B] (p.100): "As each spell is cast, it is crossed off the character's list of spells memorized for that particular expedition. The same is true for any material components which are required for the spell cast; the components must be ready and then crossed off as expended." So 1e (and maybe OD&D or Holmes Basic--I have no info on them) is the only edition that expects you to track spell components as the default rule. [/QUOTE]
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