You pick up a component pouch and then you and your DM forget about it entirely. You need diamonds for that revivify spell, but you never roleplayed how you got them when preparing the spell for usage.
Every D&D spell some combination of a verbal, somatic, or material components, but while most players and DMs are aware of limitations on spellcasting if a character is immobilized or silenced, we often overlook them or handwave the need for the material components required in many of D&D's most commonly used spells. But doing so often skips over some great opportunities for roleplay, which we'll explore in this article!
- What Are Spell Components?
- Why Use Material Components?
- How DMs Can Use Components To Craft Story
- Spell Component Tips for Players
What Are Spell Components?
Within D&D, spell components are mechanical features that represent the process by which a spellcaster actually works their magic. Many of us fall into a habit of just saying, "I cast fireball" and moving onward to the target's saving throws and then the damage rolls. The character, however, is making somatic motions, speaking the words to cast the spell, and using a bit of bat guano and sulfur to cast the spell.
For most spellcasters, a focus can be used instead of that guano and sulfur. Different spellcasting classes have appropriate foci, such as wands or staffs for wizards and sorcerers or musical instruments for bards. Alternatively, it can be stated that the character has a component pouch that is understood to contain the materials needed for casting. Both of these can be, and frequently are, used in place of tracking specific material components unless the component has a monetary cost attached to it.
But just because you can avoid using material components in your game doesn't mean you have to. Before you pick up that pouch or focus, we've got some ideas to inspire you to use material spell components in your game.
Why Use Material Components?
Many D&D spellcasters can use a focus to cast spells instead of material components unless the component has a cost indicated with it. Many players might prefer to have their characters just wave a wand or shake a staff rather than open a bag of materials to cast a spell, but let's talk about some reasons why you might actually want to embrace using spell components in your game.
- Emphasizes magic as a "craft." Using material components can give a spell the feeling of being something that a caster has to formulate using their own hands. It gives magic a more tactile, physical feel than other types of spellcasting.
- It fleshes out the fantasy world. Having items in your world that imbue certain magical properties helps give the world a sense of fullness. Having items that can be sought out creates a magical ecosystem of sorts. It helps emphasize generations of spellcasters who have come before that have worked out how to craft spells and how to unlock the properties within certain items.
- Allows magic to feel like a limited and complicated resource. While most D&D realms are worlds where magic exists, it's not always a common power that your average citizen can tap into. If magic is easily accessible, it can start to feel too normalized. Leaning into components allows for a greater sense of a need to manage magic as a resource that spellcasters have to work for.
- Gives a distinction between different forms of magic. D&D spellcasting comes in different varieties. Even when two spellcasters mechanically have an identical spell, the nature of how they cast is different. Leaning into the components of casting can help distinguish between someone who has learned how to do magic as a technical set of steps versus someone for whom magic comes as a natural ability.
- Can add balance to high-level games. Spell components are a factor in balancing higher-level spells, whether they're attached to a gold value or ones that are usually more for flavor. While spell slots do a lot to make sure magic remains finite in a game, maintaining material components can also be well-used to ensure that adventures still feel like a challenge.
- Can add a challenge to long-term campaigns. If you have a D&D campaign that stretches out for months or even years, a stricter focus on tracking specific material components can add a task for players who like working with resource management options.
- Great way to personalize spells. While most spells calling for material components might tell you what that component is (i.e., a drop of water, a piece of glass, or a live flea), there's rarely a description of how that component gets used. This is a great prompt for inspiration on how differently you can roleplay how your spellcaster uses their component. For example, darkness calls for a piece of coal. One caster might shake some dust from the coal into the air, while another might make drawing motions with their piece. Both create magical darkness but via different techniques.
How DMs Can Use Components To Craft Story
As a DM, you can do a lot to make components a part of your stories. Even simply remembering and acknowledging the spellcasting items your players pick up will go a long way. Here are some more DM-specific tips for making component usage feel fun and valuable for your players.
Use the Search for Components as a Roleplaying Opportunity
Seeking out specific spell components can be a fun side quest or downtime opportunity. This is especially true for the components attached to powerful spells like heroes' feast and its 1,000 gp gem-encrusted bowl. Such an item isn't likely to be sitting on a shelf in a random shop. Perhaps, an NPC has one they're more willing to part with if the adventurers do them a favor and deal with the shady characters in town trying to shake them down for protection money.
This kind of component quest can be scaled up or down based on how rare an item is. If something is scarce but perhaps not "gem-encrusted bowl" scarce, the players could just settle a disagreement between two neighbors or deal with some pests in the basement. Or maybe characters will need to search a garden or field in order to find the perfect herb for a spell the first time, providing a cutting that they can grow additional plants off of in the future.
Don't Treat a Lack of Basic Components as a Punishment
Spell components and other similar rules should feel like an enhancement to the game. If players feel like they're not able to have fun and enjoy the adventure because they're missing specific named components, it can have a pretty negative impact on the table culture. It's a good idea to discuss spell component expectations and reasonable levels of commitment for components during your session zero. Some players might want to keep elaborate spreadsheets of each component they have. Others may prefer just to buy a component pouch containing whatever non-monetary components they need for the spells they have prepared, whether bat guano or a few drops of water in a vial.
Let Important Components be Loot Rewards During Dungeon Crawls
If you're struggling to think of interesting items for characters to find while looting rooms, material components for spells can help players feel rewarded for their Intelligence (Investigation) rolls. Often martial classes like fighters will find powerful new weapons and armor inside of dungeons, and this option helps spellcasters feel motivated to search for items more as well.
Other ways characters could be rewarded with components could be more specific to their class. A wizard might get a component pouch from a mentor, a cleric might collect some from their temple, and a warlock might happen across some that are a boon from their patron.
Reward Interesting Component Roleplay Choices
Allowing players some free reign over how they utilize components can allow for some really fun, memorable moments at the table. As the DM, you have the ability to reward interesting spellcasting roleplay choices in ways that motivate and excite them to make more of them. Inspiration rewards, lowering a DC, or even just adding to the roleplay are all examples of ways you can make a player feel good about their roleplay decisions.
As a DM, you have the power to use epic story moments to highlight characters based on how they choose to do their magic. If you like giving players hero moments, consider having a character be able to cast spells when others might be prevented from doing so due to a story-driven inhibition.
Encourage Players to Consider Spell Components When Creating Their Own Spells
When using the spell creation rules found in the Dungeon Master's Guide, have players consider what material components might be used in lieu of one that already contributes to another spell. Let them imagine what sort of study went into building their newly discovered magical effect by analyzing some previously unused ingredient.
Spell Component Tips for Players
As a player, the primary reason for wanting to use components in your casting will come down to roleplaying it for flavor. Here are some things to consider when making a component pouch part of your character's vibe.
Give Your Characters a Reverence for Magic
For many spellcasters, magic isn't just an ability they have but a practice they've devoted themselves to. Think of the way artists in real life might nerd out intensely over the intricacies of their craft. The way a musician might analyze the way harmony and melody fuse together, or don't sync up, in a piece of music. Let your characters approach their spellcasting with that same sense of awe and wonder. They can literally do magic!
Give Personal Flourishes for Your Casting
Really think about what it looks like when your spellcasters do their spells. Like I said above, the way your particular character uses their components can be vastly different from how someone else does it. So when you pick new spells for your spellbook, really think about what went into your character learning that spell, and have fun describing the motions of casting.
Think About How Components Reflect the Type of Caster You Are
Many D&D spells are mechanically shared by multiple classes of spellcasters, even though those casters represent very different ways of working magic. A cleric or druid using components might be making an offering to a deity or primordial spirits, a warlock might be fueling their connection to their patron, a wizard might be pulling from the muscle memory from the many, many times they had to practice it while being trained.
Allows for a Backup to Your Focus
It's great to have a staff, wand, lute, etc., to channel your magic through, but what happens if it gets damaged or stolen? Maybe it's not so easy to find a new sacred amulet that connects you to your deity, for example, but you can at least pick up some supplies in a shop to hold you over till you do.
Make Foci More Important to Your Character
While we're talking about the importance of material components, don't discount how valuable a spellcasting focus is to a spellcaster. While foci can be gained at character creation and don't require attunement, lean into the way that a spellcaster has mastered casting using their specific focus. Maybe your character does not know how to use material components to cast their spells, and if their focus gets damaged or stolen, lean into being limited to spells that only require vocal or somatic components. Make them ache for their focus and miss its grip in their hands. Roleplay that frustration. Similarly, roleplay their joy when they're reunited, or a suitable replacement is found.
Abracadabra!
These are just a few of the ways that both players and DMs can use material components to boost spellcasting fun in your games. Think about how spellcasting is typically used in your games and if components could shake up some elements or perhaps balance out a game that has been in need of it.
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
Good stuff!
This is a good article. I've noticed a lot of people handwave a LOT of stuff in this game (components, rests, ammo, etc), and IMO that takes takes a lot of the magic out of the game. I currently play a bard, and as an IRL musician, I have different chord patterns for each spell with a material component.
My table knows I'm a stickler for components as it makes casting spells mean something. Diamonds for spells like Revivify are the most important to use right as the top end diamonds are a very limited resource. And when the spell is cast they are used to fill in the mortal wounds as a permanent scar of sorts. True Resurrection doesn't create such scars, but there are only ten such diamonds in the world.
Nice article with some great roleplay opportunity advice.
However, as a new player I'm struggling to differentiate between spells where the material components can be assumed to be in a component pouch or where a focus can be used, and those where a material component must be purchased. This doesn't seem to be a searchable factor or filter option in the dndbeyond spell lists, but it seems like it should, and would make choosing/using spells a lot quicker/easier.
I also don't seem to be able to find most of the spell components within the dndbeyond equipment inventory. Even the gem encrusted bowl mentioned above doesn't seem to be an addable item. Adding the purchasable items every time to my character sheet as a custom item seems to be a real faff, and puts me off even considering doing without a pouch or foci as the article suggests.
Inspired by Liam O'Brien and how he played Caleb Widowghast in Critical Role campaign 2 I've been trying to do the same with a Wizard in one of my current campaigns; mine's a lot more chaotic, but I've been keeping track of the components for his spells, so I can mention them it feels like a good opportunity.
But I can also hand-wave as well; I have a component pouch for keeping those components in, and canonically since he knows grease they're all in embedded in a pound of butter, so when I need to he has access to all components at once to save time. 😂
I do find it fun though to drop in a component as a detail from time-to-time, especially when I want it to be part of a flourish or madcap panic casting.
Personally i like the use of components and the need of them. Some specific stuff that uses to be regular can be hard to afford in specific regions. Holy Water for example seems pretty standart but can be a pain if you are a cleric that needs to get it from a temple or you need the tools and components for ceremony to make your own. At the current campaign i have a cleric/druid multiclass with my two foci but also i have made it my personal quest to fill my component pouch at every single market/general store/temple/alchemist shopping tour. Sometimes it leads to funny stuff by how much i have to buy to get it. So on these terms, does anyone need 4 pounds of salt or grease?
While this discusses material components I also find that the verbal and somatic components can be important too for roleplaying. What spells can be cast with your hands tied behind your back, or which ones don't require you to switch weapons. I also was thinking that there could be something about the DC of casting a spell without anyone noticing being tied to how many of the components are required.
With regards to material components I do get frustrated with the "joke" components like beans for gust of wind. I think it's funny at first when I come across them in the PHB, but it kind of takes me out of the game world too, and into a Monty Python skit.
awesome!
I really like this idea with chord patterns.
"Filley of a fenny snake, In the cauldron boil and bake, eye of newt and toe of frog, wool of bat and tongue of dog, adder's fork and blind-worm's sting, lizard's leg and howlet's wing..."
Next y'all should do spell casting focuses, just for contrast.
Cool!
2nd edition AD&D, the ring bureaucratic wizardry. which forced a wizard to write an environmental impact statement about the spell said wizard would cast. it required the wizard to identify the intended target of said spell so on and so forth. My DM years ago thought it was hilarious. Until I spent a weekend writing everything down. because this ring required 10 copies, notarized and such. yeah the joke was on him now. maybe next time he will not bring stombringer into a 5th level dungeon...
If i remember correctly, a focus or pouch deals with all components that don't call for a monetary cost. And i mean, i can't speak for your game(s), but you also only need to replace the item if it is consumed, so you only need to add/remove it whenever its used which i can't assume is super often. And yeah, i agree that components that are more common like a diamond (in increments found in spells), the bowl, etc. were present.
As a house rule, my players agreed to, in order to cast a spell for the first time, even if they have a spellcasting focus, they had to have all the material components. This was done to, one, reflect that their character had to practice and learn how to cast the spell; two, as noted above, to give the flavor that magic came from a tradition of experimentation with well established "recipes" passed down through the years; and three, give the plot hooks and side adventures for players to explore and roleplay. My players so far have enjoyed this aspect to the gameplay and embraced it. In makes the more engaged with the environment, searching for clay in a freshly dug hole or asking if the rogue if they spot a magnifying glass while rifling through a desk drawer searching for other clues.
Even if you don't watch Critical Role, I highly suggest at least finding some clips of Liam O'Brien playing Caleb Widogast the wizard in Campaign 2. He's excellent at describing and flavoring his spells. (He's similarly adept at describing his fighter, Orym, in a much more flavorful way than "roll to bonk" in Campaign 3.)
In my games, I add high-quality components with minor benefits, like increased spell range, increased duration, or +1 to the save DC. Makes for nice minor loot drops, and also makes me feel less guilty about ignoring material components the rest of the time.
Wizard after an especially explosive fireball: "What did these bats eat? This guano is high quality!"
I like this idea.
I love this. This is why I have problems with high magic settings like Eberron and the oversaturation of character options with magic and casters. Magic should feel like magic, and not some mundane utility that's been commodified. Thank you for pointing this out, it's why I prefer grittier and more down-to-earth settings like Greyhawk where magic items aren't sold at corner stores and the gods don't step into fix every problem. Excellent article!
Definitely going to start using spell components more often for my spell casters and players alike
My DM did the greatest thing a few sessions ago. My wizard is very much the study and learn type, so spell components work well with the character. A few weeks ago I needed giant slug bile and my DM in roleplay provided my player with a baby giant slug. It became a pet / study subject and has lead to some amazing roleplay. My dm ruled that the bile is actually the poop in our game and I harvest it when needed. lol. best side game ever.