Spell Components and RP
Posted: Fri Nov 10, 2023 4:34 pm
Speaking as someone who has a crafting character who knows literally every wizard spell in the game and makes scrolls, potions, elixirs, and wands, but someone who also hasn't played PnP since 1996, there is an issue regarding spell components and role-playing.
Apparently, some spells have morally reprehensible components in PnP, but the in-game spell description does not mention it. And since the components are not mentioned in the spell and we don't actually in-game go about getting the components, my neutrally-aligned wizard could be casting a spell that has the evil descriptor and think "so I'm doing business with the dark powers, so what else is new for a wizard" and someone PK her because the spell in PnP requires the gall bladder of an elven baby or something and I have no idea.
Suggestion, Part 1:
Suggest that, ASAP, there be an official announcement and rule that for now everyone should keep all PnP knowledge of spell components out of the game and out of their RP. Bringing PnP knowledge that isn't available in-game into your interaction with another player is not only unfair to those unfamiliar with PnP, but the team might decide to change some spell components from what is stated in PnP. Also suggest mentioning that updating spell descriptions in the future is in the works and when that's done THEN knowledge of components as stated in the game is, of course, fair to include in RP.
Suggestion, Part 2:
When time allows, review all the spells and decide what ones have what components (and/or foci, more on that in part 3) and update all in-game spell descriptions.
Suggestion, Part 3:
Real material components, real spell foci, and spell component/foci bags.
From what I remember from way back in the day, a spell component is a material object that is used up by the casting of the spell. Most DMs (and this game) ignore them because if we had to go around gathering/buying components it would be such a drastic money and time sink that no one could actually RP and adventure much outside of rp and adventures concerning obtaining them. Not to mention the sheer ludicrousness of having to, for example, have a fresh dead baby heart every time we cast abyssal might on a summon. The area would soon run out of babies. Instead, I propose that all spells have a spell focus and only very powerful spells have spell components.
A spell focus would be a material item that helps a wizard connect to the Weave while psychologically getting into the right state to cast that particular spell. Spell foci are not consumed in the casting of the spell, are only required for wizards (not Sorc, Clerics, or anyone else), and only required for the highest level spell (Don't worry, this will have a benefit, stick with me in Part 4). For example, a level 5 wizard would require foci for 3rd level spells but not for 2nd and 1st. Spell foci should always be something small and symbolic, like a piece of charcoal for Fireball, a small silver pendant in the shape of a lightning bolt for Scintillating Sphere, etc. Maybe the dead baby heart or whatever for Abyssal Might could be a dried baby heart foci so we don't have to wonder where all the dead babies are coming from. One per wizard is a lot more reasonable than one per casting.
Every spell should have a spell foci, but not every foci needs to be unique. For example the charcoal might be for fireball and for flame arrow, the lightning pendant for scintillating sphere and lightning bolt.
Only the most powerful spells should require components that are consumed in the casting, and those would require those components regardless of class.
There should also be spell component bags to store foci and components for little or no weight, like Ashenie's lovely herb bags.
Suggestion, Part 4:
New Wizard-Only Feat, Arcane Conversion
In the base game wizards are at a huge mechanical disadvantage due to the need to prepare the precise number and type of spells and the fewer spells compared to Sorcerers. In BGTSCC, this disadvantage is even greater because Sorcerers are given even more spells than in the base game. The mechanical disadvantage is so great that currently the only reason to be a wizard instead of a Sorcerer is for RP reasons or (like me) you have a crafting character who you want to be able to cast every spell in the game. I propose a new Wizard-only feat to redress this imbalance: Arcane Conversion.
Arcane Conversion would be activated from the "Spontaneous Conversion" button that already appears in the quick cast menu and currently only does anything for divine casters. How it works: You click that Sponteous Conversion button and select a memorized spell in your wizard spell book. IF you have the focus for that spell either in your inventory or in your spell component bag, then you take one full extra turn to cast the spell while you focus your mind on that spell focus. You make a Concentration check with the same sorts of modifiers for casting in combat and if you succeed you cast the spell as though your caster level were 2 levels higher than it is. If you fail that concentration check you cast the spell normally, but either way you took that full extra turn. If you click the button but don't have the right spell focus you just cast the spell normally and get a server message reminding you that you need the spell focus.
Note that this WOULD stack with metamagic feats like extend, empower, et cetera. The idea is to give wizards a boost in power per cast to make up for how drastically fewer their spells are and how they have to prep in advance. Not only that, but for rare or unusual focu/components there would be quest and rp opportunities for obtaining them.
Apparently, some spells have morally reprehensible components in PnP, but the in-game spell description does not mention it. And since the components are not mentioned in the spell and we don't actually in-game go about getting the components, my neutrally-aligned wizard could be casting a spell that has the evil descriptor and think "so I'm doing business with the dark powers, so what else is new for a wizard" and someone PK her because the spell in PnP requires the gall bladder of an elven baby or something and I have no idea.
Suggestion, Part 1:
Suggest that, ASAP, there be an official announcement and rule that for now everyone should keep all PnP knowledge of spell components out of the game and out of their RP. Bringing PnP knowledge that isn't available in-game into your interaction with another player is not only unfair to those unfamiliar with PnP, but the team might decide to change some spell components from what is stated in PnP. Also suggest mentioning that updating spell descriptions in the future is in the works and when that's done THEN knowledge of components as stated in the game is, of course, fair to include in RP.
Suggestion, Part 2:
When time allows, review all the spells and decide what ones have what components (and/or foci, more on that in part 3) and update all in-game spell descriptions.
Suggestion, Part 3:
Real material components, real spell foci, and spell component/foci bags.
From what I remember from way back in the day, a spell component is a material object that is used up by the casting of the spell. Most DMs (and this game) ignore them because if we had to go around gathering/buying components it would be such a drastic money and time sink that no one could actually RP and adventure much outside of rp and adventures concerning obtaining them. Not to mention the sheer ludicrousness of having to, for example, have a fresh dead baby heart every time we cast abyssal might on a summon. The area would soon run out of babies. Instead, I propose that all spells have a spell focus and only very powerful spells have spell components.
A spell focus would be a material item that helps a wizard connect to the Weave while psychologically getting into the right state to cast that particular spell. Spell foci are not consumed in the casting of the spell, are only required for wizards (not Sorc, Clerics, or anyone else), and only required for the highest level spell (Don't worry, this will have a benefit, stick with me in Part 4). For example, a level 5 wizard would require foci for 3rd level spells but not for 2nd and 1st. Spell foci should always be something small and symbolic, like a piece of charcoal for Fireball, a small silver pendant in the shape of a lightning bolt for Scintillating Sphere, etc. Maybe the dead baby heart or whatever for Abyssal Might could be a dried baby heart foci so we don't have to wonder where all the dead babies are coming from. One per wizard is a lot more reasonable than one per casting.
Every spell should have a spell foci, but not every foci needs to be unique. For example the charcoal might be for fireball and for flame arrow, the lightning pendant for scintillating sphere and lightning bolt.
Only the most powerful spells should require components that are consumed in the casting, and those would require those components regardless of class.
There should also be spell component bags to store foci and components for little or no weight, like Ashenie's lovely herb bags.
Suggestion, Part 4:
New Wizard-Only Feat, Arcane Conversion
In the base game wizards are at a huge mechanical disadvantage due to the need to prepare the precise number and type of spells and the fewer spells compared to Sorcerers. In BGTSCC, this disadvantage is even greater because Sorcerers are given even more spells than in the base game. The mechanical disadvantage is so great that currently the only reason to be a wizard instead of a Sorcerer is for RP reasons or (like me) you have a crafting character who you want to be able to cast every spell in the game. I propose a new Wizard-only feat to redress this imbalance: Arcane Conversion.
Arcane Conversion would be activated from the "Spontaneous Conversion" button that already appears in the quick cast menu and currently only does anything for divine casters. How it works: You click that Sponteous Conversion button and select a memorized spell in your wizard spell book. IF you have the focus for that spell either in your inventory or in your spell component bag, then you take one full extra turn to cast the spell while you focus your mind on that spell focus. You make a Concentration check with the same sorts of modifiers for casting in combat and if you succeed you cast the spell as though your caster level were 2 levels higher than it is. If you fail that concentration check you cast the spell normally, but either way you took that full extra turn. If you click the button but don't have the right spell focus you just cast the spell normally and get a server message reminding you that you need the spell focus.
Note that this WOULD stack with metamagic feats like extend, empower, et cetera. The idea is to give wizards a boost in power per cast to make up for how drastically fewer their spells are and how they have to prep in advance. Not only that, but for rare or unusual focu/components there would be quest and rp opportunities for obtaining them.