spell components in the modern setting

Munin

First Post
I'm interested to know how the DMs running modern campaigns are handling the spell component factor.

It seems to me like this is an area that could really add to the flavor of the game, if done right. Of course in the typical fantasy setting the value of spell components is marginalized, but in a modern world it may become more of a factor.

So how do you handle it?
 

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Personally... If magic is there, then why not a magic shop, like "The Magic Box" that Giles owned, in Buffy the Vampire Slayer?
It could be one of those little niche stores, that would get the occasional heckler, or protest of the week by the local chapter of the Christian Coalition, or something...
 

Oh... and just like the Magic Box, you could have the shopkeeper sell a lot of schlock, and namby pamby stuff, but when they buy actual spell components, the shopkeeper could give sage warnings... "That component is particularly powerful, and potentially dangerous... Do be careful... won't you?" As he smiles grandfatherly, and rings up the sale.
 

There are a couple of ways of handeling it.

1. As mentioned before, simply have a shop where these things are sold. I kinda did that one once, since the PC spellcaster learned her magics from the owner of an occult bookstore. We didn't progress in that campaign very far, so I never had to make a ruling about anything but the basic spells.

2. Have players create components on the fly. This is harder. I have not done it with d20, but have with Unknown Armies where it is kinda the default. You basically make up a ritual as you go. Magic users in a modern world would be a little crazy. Perhaps spitting is how you cast magic missle. Or swallowing a picture of Jennifer Anniston is how you cast Charm picture. It gets more difficult. And you may have to balance "flavor" with "rules." I'm thinking about casting time issues here. It can be more fun, though.

3. Ignore material components for all but the most difficult of spells. Makes sense. Some need gestures, some need words, some needs stuff. Maybe all of them need 2 of those things (unless otherwise stated). Save the material requirements for the 5th level spells or Incantations.
 

Munin said:
I'm interested to know how the DMs running modern campaigns are handling the spell component factor.

It seems to me like this is an area that could really add to the flavor of the game, if done right. Of course in the typical fantasy setting the value of spell components is marginalized, but in a modern world it may become more of a factor.

So how do you handle it?

Even in D&D I've always emphasized the need for players to deliberately acquire spell components rather than shrugging and saying, "Ah, it's in my pouch."

Smoky little occult antique stores in Chinatown, where the owner glares at you as you enter, his glass eye bobbing strangely as he drags on his stained cigarette...what's that thing in the bottle on the shelf behind him?

Damn, I *love* those smoky little occult shops. That's where my players, typically, buy spell components.
 

In our campaign, there are a variety of spell components and focuses that depend on what type of magic you do, etc. Most are fairly common, but may be a bit of a pain to come up with in a 'Modern' world. For instance, one of my spells requires an ounce of horsehair... but my guy is an Urban P.I., so I either have to find it or go to the 'magic shop' and buy it. One funny thing is that many of the spells I've learned require a focus of some type instead of a material component, and almost all are a piece of silver jewelry. So with several spells like that my character is decked out in all sorts of 'bling', without ever meaning to. :) Now if the GM decides I have to get one of those 'grills' on my teeth like some rap stars have done for a spell, I may just have to draw the line. :)

Some spells are somewhat ritualistic in nature, and since our magic system often requires painful costs, they can get nasty. For example, one spell requires the use of <x> amount of wound points in blood to cast. You can take that nasty hit when you cast it, though spellcasters can 'bleed' themselves ahead of time and store it up; evil guys can just take it from someone else (if possible, in this case it had to be your blood, which the BBEG mixed into brownies and fed to some poor slobs to mind-control them).

And another note, you can read our Story Hour (in my sig) to see how a magic shop is handled in our world. In short, there is an 'underground' of magic shop owners that operate under a strict code of non-intervention. They will sell to anybody, for whatever purpose, and wont directly help you with any problem you may have with another spellcaster (other than sell you stuff you might need) and will not become involved in current events in any way. If you cross one (threaten, harm, rob, etc) they will all most likely find out about it, and that just would not be pleasant. They are often hidden in plain sight behind the guise of a rare book store, new age medicine shop, GNC, Spensers, etc. Ours is a New Age shop specializing in crystals, incense, etc. Except there is a large dreamcatcher hanging over a back door, and if you possess the ability to 'detect magic' there will be a code phrase that only you can read; speak the phrase and they will let you into the back to see the guy with the real goods. Magic items are interesting and most often not directly damaging/enhancing things (no +1 swords, armor, wand of magic missles, etc), so every trip is quite interesting. The costs are often pretty strange or downright nasty... one character traded a permanent (i.e. non-recoverable) loss of 1 point of Charisma for a specific item (and then a different character was ironically offered an elixer on a later trip that permanently increased Charisma by one point).
 


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