I'm researching spell component systems for a 3.5e campaign. In 3.5e, spell components are an inconvenience at best and a waste of time at worst. I'd like to homebrew a solution drawing from mechanics presented in other systems that handle component-based magic a little better.
I know of some booster-style components in one of the 3.5e supplements that provide metamagic enhancements, but I'm looking for a set of mechanics that embraces components as part of the core magic experience.
I'm specifically looking for implementations of reagent game mechanics in other systems, not recommendations on ways to cope with the current 3.5e system.
Here is a set of criteria for what I'm looking for:
A 'magic' effect-creation system that requires reagents or components to create most effects.
Reagents must be implemented in such a way that a significant portion of preparation time or play time is spent playing with them. If a player spends some game time (such as part of the player's turn) to create an effect using this 'magic' system, then I would like to see roughly 15-50% of that time spent in reagent-focused play.
Reagents are not exclusively implemented as a resource pool (spell point system) or resource sink (arbitrary cost).
Do any systems exist that excel in this area?