Why do some spells have a material cost?


Rules Questions

Dark Archive

I have not been able to figure this out. For example, why does a wizard have to spend 10 gp for a focus to cast Create Pit, but nothing to cast Glitterdust?

I understand why some high level spells like Wish have a material cost, but Arcane Lock? I don't get it.

Is this a holdover from previous editions or is it something else?


It's supposedly an off-set for a bit more power than a spell of that level should normally provide. For when spells aren't quite powerful enough to go to the next level, but are still considered more powerful than the level they are at.

That and legacy.

Probably more legacy than anything, but honestly I kind of like it -- it follows 'standard' (as much as they are or aren't) metaphysical theory.


I think it's a combination of what Abraham Spalding said and mythical magic thematics. basically the thematics of how magic is depicted I'n myth and story.


Don't forget that there's a difference between a Material component and a Focus component. A Material gets consumed by the spell, so if it was costly then you need to pay that for every casting. A Focus component on the other hand only needs to be purchased once, and can be used an unlimited number of times.

Dark Archive

Yes, it is flavorful. I find that it is something that I don't really keep in mind though when I am running a game. We are usually more concerned about the effects, duration, etc. of the spell more than the material components.


Also note that some of the spells with material components got them when the whole idea of XP as a cost was transformed in Pathfinder to use expensive components equal to five times the original cost in XP. Hence the need for a diamond mine and some clumsy jewelers if you need to cast lots of restoration or raise dead spells :)


Lathiira wrote:
Also note that some of the spells with material components got them when the whole idea of XP as a cost was transformed in Pathfinder to use expensive components equal to five times the original cost in XP. Hence the need for a diamond mine and some clumsy jewelers if you need to cast lots of restoration or raise dead spells :)

Yeah, I thought taking out the XP penalty from some spells (particularly Wish and Limited Wish) was odd, if not outright dumb. Gold serves as a decent deterrent for casting, but XP costs always hurt. It's a wonderful deterrent in any circumstance.

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