Components
Every spell has one or more components. There are two ways to determine the
components for a new spell:
1. Locate existing spells from the Player's Handbook that are similar to the new spell and assign similar components. For
instance, finger of death is similar to our new blood to dust spell, so we'll decide that blood to dust has verbal and somatic components.
2. Assign the components randomly. If this sounds too arbitrary, consider that
the components of a particular spell were likely determined by the wizard who
originally researched it. A common assumption is that two wizards working
independently could discover the same spell; it is unlikely that they used exactly
the same components. For our evaporation spell, we'll use verbal, somatic, and material components, the most common
combination.
Instead of choosing a specific set of components for a new spell, you can
determine them randomly by rolling 1d20 on Table 3. If you get a result that
contradicts the conditions under which the spell is cast, roll again
Table 3:
Random Determination of Spell Components
d20 Roll
| Components
|
1-14
| V, S, M
|
15-17
| V, S
|
18-19
| V, M
|
20
| V
|
3. Consider the level of the spell and assign components accordingly.
Requiring all three components makes a spell harder to cast. Reducing a spell's
components to make it easier to cast might be a reason to create a higher level
version of a low level spell.
4. Still can't decide? When in doubt, require all three components; most
existing spells use all of them.
As for the precise nature of these components, be guided by common sense and
imagination. Material components should relate to the effect of the spell. Check
existing spells for component ideas and comparisons. We'll decide our evaporation spell's material component will be a drop of water
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