how do you use spell components

i make the magic-user's player decide on the material components. they can write the verbal ones too if they wish. and they can act out the somatic ones if they really want.

i then make them keep track. they let me know what spells they are using and if they have the components.

i'll let them know if they find suitable ones on their adventures.
 

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For the bigger spells my PCs must keep track of the components. For items under 1 gp they must have a "spell component pouch" which the spend 1gp per level per month to keep stocked. Anything under 1gp is assumed to be in there.
 

KB9JMQ said:
Never worry about it except for those spells with outrageous components like giant diamonds, pearls that kind of thing.

This is how we handle it, too. So - we always keep a diamond worth 5000gp handy... just in case. ;) (Bringing people back from the dead is FUN!)
 

I bother with tracking spell components in two situations:
1 - For expensive components, like 100 gp pearls for Identify. Basically, anything that has a specified cost.
2 - When the character is specifically deprived of components, e.g. taken prisoner.

Other than that, they're assumed to have them.
 

Ryltar said:
I always treat spellcasters as having the Eschew Material feat. Everything over 1gp, they have to specifically buy / look for / whatever, the rest is handwaved.

Ditto. I loathe material components. They ruin my sense of magic.
 


I just implemented a spell component system into my Elements of Magic campaign to reflect the cost of some spells in the PHB. My campaign is based on the Final Fantasy series which, throughout hte series, talks a lot about crysals. In my game, there are Ether Crystals and Eon Crystals. A player pays a cost based on there level when they gain a level. This is to pay for Ether Crystals. Ether Crystals are used for every spell, but we don't keep track or give quanity to each spell. Only that they run out somewhere near half of the player's next level. This way, I can impliment the balancing cost spell components do for the game without over abundancing my system.

For more powerful spells I use the Ether Crystals. They are special crystals that cost 250gp a piece. The more powerful spells are all listed in my primer with how many of these special crystals they take. This cost is based off the PHB.

Upkeep is important for me from a DM standpoint as it makes the player invest back into themselves. I do the same thing for armor and weapons.
 

I use the spell point system in UE, so compoents become moot BUT I have taken the idea fron WFRP.v2 (modified it somewhat) that they add plusses so you don't spend as many points from your reserve.
 

Hand of Evil said:
I use the spell point system in UE, so compoents become moot BUT I have taken the idea fron WFRP.v2 (modified it somewhat) that they add plusses so you don't spend as many points from your reserve.
The EOM is a spell point system too. Iroincally I began looking for (what I eventually found to be EOM) while reading that varient in the UA.

I think if you use upkeep for armor and weapons it is unbalancing if you don't access some montetary cost to spells.
 

Staffan said:
I bother with tracking spell components in two situations:
1 - For expensive components, like 100 gp pearls for Identify. Basically, anything that has a specified cost.
2 - When the character is specifically deprived of components, e.g. taken prisoner.

Other than that, they're assumed to have them.
Ditto.
 

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