When it comes to handling such things, the arcane focus/ or component pouch handles the more mundane materials, like pinches of dust, charcoal, etc.
But what spell level is usually the cutoff point for that shortcut, where the materials needed can’t be avoided? Or if the level doesn’t matter, how much should the materials cost to actually be needed?
And how do DM’s provide enough of these materials for players that it doesn’t break immersion in the story?
Well, to answer your first question: it has nothing to do with the spell's level.
A spellcasting focus or component pouch can replace a material component if the material component does not have a cost listed in the spell description and is not consumed by the spell. If the material component is consumed or has a cost listed or both, then a focus or component pouch cannot be used, and the actual material component must be on hand. In these cases the spell description itself defines how much the component costs.
So basically, whenever something has to be given up, whether it be the material or GP, that’s when the cost has to be considered
It is important to read the fine print, though on what happens to those components.
For example something like revivify needs a diamond worth 300gp, and casting the spell consumes the diamond, so you need a new one each time you cast it. However, something like identify needs a pearl worth 100 gp, but it does not consume the pearl, so you can use the same one over and over.
as to providing the materials part, sometimes getting them can be little mini adventures, or things the players do themselves if they know about it. A cleric could be searching a wrecked wagon for old nails so he can file them down for Iron dust as component for "Protection from Good and Evil." as soon level one, and having to do a mini quest on behalf of their clergy for the component need to "summon Celestial" which is a golden Reliquary.
Sometimes things needed can be part of loot, or found on dead adventurers, or even foraged from the woods in the case of a few Druid spells. Some DMs don't even care if you have the costly component if it isn't consumed, they only track consumable components.
it has made for good banter in the past as my Cleric was shaving down silver coins and the rouge thought I was an idiot until I reminded him we were going to fight a bunch of vampires and that making holy water wasn't free. I needed silver dust.
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He/Him. Loooooooooong time Player. The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call To rise up in triumph should we all unite The spark for change is yours to ignite." Kalandra - The State of the World
The spell component pouch is a tricky one by the rules it effectively has infinite supplies. The rule is there for ease of use. As much as I liked carrying live spiders etc in 2e this is generally a good rule. There is some verisimilitude issues with it being bottomless. Which is why I prefer the focuses. I don't have to think about it then. But the pouch its like how much bat guano can this thing really hold, I fell into a lake are the components actually good. lalallal cover my ears, don't think about it. But a focus its a staff that subs in etc. those questions don't come up.
Now personally I think all spells should require a M component it should just be the focuses. And they should be large and obvious. 1. It allows some parity with martials who outside the monk need weapons. 2. So you can disarm casters and jail them without having to cut out their tongues and chop off their hands etc. But hey I did not write the rules.
When it comes to handling such things, the arcane focus/ or component pouch handles the more mundane materials, like pinches of dust, charcoal, etc.
But what spell level is usually the cutoff point for that shortcut, where the materials needed can’t be avoided? Or if the level doesn’t matter, how much should the materials cost to actually be needed?
And how do DM’s provide enough of these materials for players that it doesn’t break immersion in the story?
Components and focus are good for all levels. The only things you need to worry about are the Material Components that specify a cost or are consumed. Those are the ones you have to shop or beg around to replace.
To be honest i prefer to handle costless material more arbitrarily this for spells of any level and avoid tracking them, much like ammunitions, rations, water etc. In market PCs often pay a small ammount in upkeep to account for such when not simply collected, recovered, made, repaired, found or harvested.
I tend to handwave any spell components that don't have a specified cost and much like ammunition and rations just assume that anyone who needs them is stocking up on them whenever we're in a place with a market. The one exception, which I bring up in Session Zero as a possibility, is if I'm setting up a situation in which the scarcity is the point, like being taken captive or held hostage, where I need spellcasters to be on a similar footing to martial by being disarmed
Great, informative comments above. Although some DMs don't require caster PCs to track material components (without a significant cost), RAW material components have always been a part of the game. When playing a caster, I actually enjoy several things about material spell components: describing my PC casting a spell (referring to the material component), using downtime or travel searching for material components, or even developing entire adventures/side quests out of obtaining material spell components. All this said, I enjoy more gritty style campaigns. At higher levels, tracking all material components with insignificant costs for prepared spells becomes too tedious, and I typically have my PC purchase a spell focus and just track the components with a significant cost.
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Started playing AD&D in the late 70s, took a 40 year hiatus, re-started with 3.5 and 5e in 2023
Its also a fun way to flip the script on really powerful casters, and having stints on an adventure where they're limited on options for spells. Like escaping from a dungeon, and having to scrounge for spell components as they go. It heightens awareness of the environment, and makes them pay closer attention to more opportunities.
But then again... that kind of hardship really gets a player to show their colors. May say they like the idea.... but then rules lawyer you to death the moment they get frustrated.
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When it comes to handling such things, the arcane focus/ or component pouch handles the more mundane materials, like pinches of dust, charcoal, etc.
But what spell level is usually the cutoff point for that shortcut, where the materials needed can’t be avoided? Or if the level doesn’t matter, how much should the materials cost to actually be needed?
And how do DM’s provide enough of these materials for players that it doesn’t break immersion in the story?
Well, to answer your first question: it has nothing to do with the spell's level.
A spellcasting focus or component pouch can replace a material component if the material component does not have a cost listed in the spell description and is not consumed by the spell. If the material component is consumed or has a cost listed or both, then a focus or component pouch cannot be used, and the actual material component must be on hand. In these cases the spell description itself defines how much the component costs.
pronouns: he/she/they
So basically, whenever something has to be given up, whether it be the material or GP, that’s when the cost has to be considered
That's one way to look at it, yes.
You can find the relevant rules in the Basic Rules or Player's Handbook chapter on Spells, under Components in the "Casting Spells" section.
pronouns: he/she/they
https://www.dndbeyond.com/sources/dnd/br-2024/spells#MaterialM
It is important to read the fine print, though on what happens to those components.
For example something like revivify needs a diamond worth 300gp, and casting the spell consumes the diamond, so you need a new one each time you cast it.
However, something like identify needs a pearl worth 100 gp, but it does not consume the pearl, so you can use the same one over and over.
as to providing the materials part, sometimes getting them can be little mini adventures, or things the players do themselves if they know about it. A cleric could be searching a wrecked wagon for old nails so he can file them down for Iron dust as component for "Protection from Good and Evil." as soon level one, and having to do a mini quest on behalf of their clergy for the component need to "summon Celestial" which is a golden Reliquary.
Sometimes things needed can be part of loot, or found on dead adventurers, or even foraged from the woods in the case of a few Druid spells.
Some DMs don't even care if you have the costly component if it isn't consumed, they only track consumable components.
it has made for good banter in the past as my Cleric was shaving down silver coins and the rouge thought I was an idiot until I reminded him we were going to fight a bunch of vampires and that making holy water wasn't free. I needed silver dust.
He/Him. Loooooooooong time Player.
The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call
To rise up in triumph should we all unite
The spark for change is yours to ignite."
Kalandra - The State of the World
The spell component pouch is a tricky one by the rules it effectively has infinite supplies. The rule is there for ease of use. As much as I liked carrying live spiders etc in 2e this is generally a good rule. There is some verisimilitude issues with it being bottomless. Which is why I prefer the focuses. I don't have to think about it then. But the pouch its like how much bat guano can this thing really hold, I fell into a lake are the components actually good. lalallal cover my ears, don't think about it. But a focus its a staff that subs in etc. those questions don't come up.
Now personally I think all spells should require a M component it should just be the focuses. And they should be large and obvious. 1. It allows some parity with martials who outside the monk need weapons. 2. So you can disarm casters and jail them without having to cut out their tongues and chop off their hands etc. But hey I did not write the rules.
Components and focus are good for all levels. The only things you need to worry about are the Material Components that specify a cost or are consumed. Those are the ones you have to shop or beg around to replace.
To be honest i prefer to handle costless material more arbitrarily this for spells of any level and avoid tracking them, much like ammunitions, rations, water etc. In market PCs often pay a small ammount in upkeep to account for such when not simply collected, recovered, made, repaired, found or harvested.
I tend to handwave any spell components that don't have a specified cost and much like ammunition and rations just assume that anyone who needs them is stocking up on them whenever we're in a place with a market. The one exception, which I bring up in Session Zero as a possibility, is if I'm setting up a situation in which the scarcity is the point, like being taken captive or held hostage, where I need spellcasters to be on a similar footing to martial by being disarmed
Great, informative comments above. Although some DMs don't require caster PCs to track material components (without a significant cost), RAW material components have always been a part of the game. When playing a caster, I actually enjoy several things about material spell components: describing my PC casting a spell (referring to the material component), using downtime or travel searching for material components, or even developing entire adventures/side quests out of obtaining material spell components. All this said, I enjoy more gritty style campaigns. At higher levels, tracking all material components with insignificant costs for prepared spells becomes too tedious, and I typically have my PC purchase a spell focus and just track the components with a significant cost.
Started playing AD&D in the late 70s, took a 40 year hiatus, re-started with 3.5 and 5e in 2023
Its also a fun way to flip the script on really powerful casters, and having stints on an adventure where they're limited on options for spells. Like escaping from a dungeon, and having to scrounge for spell components as they go. It heightens awareness of the environment, and makes them pay closer attention to more opportunities.
But then again... that kind of hardship really gets a player to show their colors. May say they like the idea.... but then rules lawyer you to death the moment they get frustrated.