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Posted By: LostSoul Physical spell components - 23/07/19 08:48 PM
I'm curious for those who have an opinion should physical spell components (both that are used up with each casting and those that aren't used up). how should it be in the game. I know there's more than 3 options. But
Option 1 mostly ignored by the game.
Option 2 needed only for special/powerful spells. Maybe a quest is required to use the use.
Option 3 every time Must be in your inventory. When used up you can't cast the spell. It's another limited resource spellcasters must manage. Some stuff difficult to obtain.

My preference : closer to option 2. But if 3 I want an option at the merchant to "auto order required spell components". Just to save time so you don't have to check all components when at higher levels your party knows like 20+ spells.

Thoughts/ideas welcome. Any game implemented this to your liking?
Posted By: Try2Handing Re: Physical spell components - 23/07/19 09:31 PM
Option 3 sounds like a huge pain. Aren't there like dozens or hundreds of them?
Posted By: loudent Re: Physical spell components - 23/07/19 09:43 PM
I'd support either 1 or 2. I'm fine with some epic level utility spell having a component but standard adventuring spells shouldn't. If you're going to start requiring spell components for casters then I'm going to start requiring gatorade for fighters. Gotta replace those electrolytes when you're exerting yourself. Maybe make-up for CHR based characters. it all just sounds like a hassle.
Posted By: Nobody_Special Re: Physical spell components - 23/07/19 09:55 PM
In general D&D 5E works like option number 2. The following is an excerpt from the D&D 5E SRD.
You can download the SRD here.

Originally Posted by D&D 5E SRD
MATERIAL (M)
Casting some spells requires particular objects,
specified in parentheses in the component entry.
A character can use a component pouch or a
speIlcasting focus
(found in chapter 5) in place of
the components specified for a 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.
A spellcaster must have a hand free to access these
components, but it can be the same hand that he or she
uses to perform somatic components.


So I would be ok with option number 2.
Posted By: LostSoul Re: Physical spell components - 23/07/19 11:46 PM
All good comments, thanks.
Someone looked at the material spell components, some cheap some very experience, and there was many. And ive never played with a DM that used 'option 3'.

From a roleplaying point of view could you steal some of the component pouch before a hard fight with a spellcaster to make it easier?
I had a look, the wish spell only has a verbal component ...interesting
Posted By: _Vic_ Re: Physical spell components - 24/07/19 04:37 AM
Not a bad idea, but only with high level spells. I love P:k, but I found annoying that mid-tier spells like restoration, stoneskin and resurrection have cost in diamonds or dinosaur bones when in other D&D games you can cast them normally.
In the case of option 3, I hope they do not weight too much, for encumbering reasons ( Like the camping supplies in P:K).
Posted By: Dark_Ansem Re: Physical spell components - 24/07/19 08:05 AM
Number 2, after all the spellcasting pouch is supposed to have everything you need for most basic spellcasting.
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