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  • Words: 16,931
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written by Philip Reed illustrated by Christopher Shy

Requires the use of the Dungeons and Dragons® Player’s Handbook, Third Edition, Published by Wizards of the Coast.®

101 Divine Spell Components

101 Divine Spell Components Written by Philip Reed Illustrated by Christopher Shy

Several PDF products are available from www.rpgnow.com, www.roninarts.com, or www.philipjreed.com. For limited edition print products, visit www.philipjreed.com. For art prints by Christopher Shy, visit www.studioronin.com. 101 Divine Spell Components is copyright © 2003 Philip Reed. Cover and interior artwork copyright © 2003 Christopher Shy, All Rights Reserved. Used with permission.. All text in this PDF is designated as open game content. You may not distribute this PDF without permission of the author. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast and are used with permission.

Contents INTRODUCTION .................................................................3 THE COMPONENTS ...........................................................5 Air............................................................................................5 Animal .....................................................................................5 Chaos .......................................................................................6 Death........................................................................................8 Destruction.............................................................................11 Earth.......................................................................................12 Evil.........................................................................................12 Fire.........................................................................................16 Good ......................................................................................18 Healing...................................................................................19 Knowledge.............................................................................21 Law ........................................................................................21 Luck .......................................................................................22 Magic .....................................................................................23 Miscellaneous ........................................................................24 Plant .......................................................................................27 Protection...............................................................................28 Strength..................................................................................29 Sun .........................................................................................29 Travel .....................................................................................31 Trickery..................................................................................31 War.........................................................................................32 Water......................................................................................32 OGL ......................................................................................33

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101 Divine Spell Components

Introduction 101 Arcane Spell Components was a lot of fun to write. As people continue to buy it I continue to hear “When will you release a PDF of divine spell components?” As you can no doubt tell, that question need no longer be asked. Inside the pages of this PDF you will find rules for supplementary spell components for use by divine spell casters. The challenge in the writing of this PDF was to instill a sense of religious power into the components. On many I feel that I succeeded. On others I feel that I did not. But all are a worthy addition to the arsenal of any divine spellcaster. As with all new game rules these are not official or available for your favorite PC arcane spellcaster until the DM gives his approval. Since so many of the effects described in this book can unbalance a campaign DMs are encouraged to carefully consider each one before allowing it. Even then, some DMs may choose to modify the effects, values, or DCs of these components to better suit his own campaign. The information in this book is designed for the use of divine spellcasters only. DMs, at their choosing, may open the use of some or all of these supplementary components to the arcane schools in their campaign world. Since the concepts and material within this PDF were based on those found in 101 Arcane Spell Components there are some similar supplementary spell components in these pages. Many are similar (or even identical) in name only, the actual game rules and effects being very different from their arcane counterparts. Read carefully.

OPEN GAME CONTENT All of the text in this PDF is presented as open game content. You may use this content in your own work as long as you follow the terms of the license. The Open Game License is printed at the end of this book. The layout, graphics, and illustrations presented in this book are not open game content. You may not distribute this PDF without permission of the author.

SUPPLEMENTARY SPELL COMPONENTS As with 101 Arcane Spell Components, this PDF presents a new type of spell component known as supplementary. All of the spell components detailed in this chapter are considered to be “supplementary.” That is, they are not required to cast spells but are, instead, used only to provide added damage, range, duration, or other effects to a spell. Unlike 101 Arcane Spell Components, the components presented in this PDF are divided into 22 categories that fit the cleric domains found in the Player’s Handbook plus a “miscellaneous” category of components that will work with any divine spell. The components may only be used as presented here with spells that fall within the necessary cleric domain. Example: All of the components presented in this PDF use the following format:

Name Description: The description includes some basic visual information and other assorted bits of knowledge. Effect: The effect, either an enhancement or possible side effect, of using the component when casting a spell. This effect may be combined with the effects of metamagic feats. Negative Side Effect: Some of the components, if the caster rolls a 1 on the required spellcraft check to determine whether or not the supplementary component affects the spell, have a negative effect that takes place instead of the desired one. In addition the spell cast does not take place though it is no longer prepared. Casting Time Modifier: The amount of time that must be added to the Casting Time of the spell that is cast. Spells with a “1 action” casting time are rounded up to a full-round action (plus this modifier) when a supplementary spell component is used in casting.

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DIVINE.ARCANE.WHO CARES? The DM may rule that the components in this PDF and those in 101 Arcane Spell Components may be used by any spellcaster, regardless of whether he is a divine or arcane spellcaster. This is certainly a simple way to approach the situation and will greatly expand the components available to both types of spellcasters. Would doing this break anything? Not really. But it would detract from the flavor of some of the spell components. A better way to approach the situation is for the DM to write different effects for each component depending on whether the caster is divine or arcane. Several items already have two options that could be used as a guideline for such a project. This would be a massive task and should not be attempted by DMs who are pressed for time.

Component Type: Supplementary spell components are verbal, material, or somantic. While some feats, such as Still Spell, may allow spells to be cast without using the necessary components these feats do not affect spells cast when using supplementary spell components. Knowledge (Religion) DC: Not all spellcasters know of the secrets of each supplementary spell component. This DC is the number that must be surpassed (or equaled) for a caster to know the specifics of this supplementary component. Using this knowledge in game can be difficult and DMs should encourage roleplaying. Weight: The weight of the component. Value: What the component is worth in an appropriate shop. DMs should not make these components readily available but should, instead, force PC spellcasters to personally locate and claim the individual components. The search for almost any of these components could be used as the backdrop for an adventure.

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The Components AIR DOMAIN A Strong Wind Description: Any wind of 20 miles per hour or greater can be the source of enhanced power for air domain spells. During such a strong wind the caster may attempt to draw upon the strength of the wind to charge any air domain spells. Effect: With a successful Spellcraft check (DC 10 + level) the spell is cast as if the caster were 1d4 levels higher in power than he actually is. On a failed check the spell functions normally. This spell component may not be combined with other components. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 15 Weight: None. Value: None.

Death of an Aerial Servant Description: When one of these semi-intelligent creatures from the Elemental Plane of Air is destroyed on the material plane its death creates an opportunity for those divine spellcasters of the air domain. Effect: Upon casting the caster must succeed a Spellcraft check (DC 20 + spell level). If successful the caster is able to revive the aerial servant, who becomes his to control for 2d4 rounds at which point it dies again (and cannot be used as a supplementary spell component the second time it dies). No other components may be used in conjunction with this one. Casting Time Modifier: +2 rounds. Component Type: S. Knowledge (Religion) DC: 22 Weight: None. Value: None.

Natural Storm Description: A natural storm, and not one created by any magical means. Storms that take place at night are more effective than those during the day. Effect: The duration and range of a spell cast during a storm is doubled if the caster succeeds a Spellcraft check (DC 20+spell level) when the spell is cast. The effect of this spell component may be combined with other components or damage modifiers. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 15. Weight: None. Value: None.

ANIMAL DOMAIN Birth of an Animal Description: If the caster witnesses the birth of an animal it empowers him with a small degree of magical power that can be released during the casting of a spell. This power must be used within 30 days of witnessing the animal’s birth. Effect: Any variables of a spell, when this component is used in casting, are doubled. If this component is used the usual material components of the spell are not needed. The effects of this component may be combined with other supplementary spell components. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 10. Weight: None. Value: None.

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101 Divine Spell Components Cry of an Eagle Description: The piercing, majestic cry of an eagle can uplift the spirits of any caster of the animal domain. This beautiful cry empowers animal domain spells, making them more powerful. Within three rounds of hearing the cry this power must be used or else it is lost. Effect: A spellcaster who uses this component with any spell that has a duration must make a Spellcraft check (DC 10+spell level). On a successful check the duration of the spell is doubled. The extended duration effect of this component may not be combined with any modifier to the spell’s duration. Components or modifiers that affect other aspects of the spell may be used. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 18. Weight: None. Value: None.

CHAOS DOMAIN Chaos Gem Description: A chaos gem is a rare gemstone found in the northern mountains. It’s black or gray in color and some have light-colored speckles. A perfect, small chaos gem (like is required if it is to be used as a spell component) is difficult to find. Flawed chaos gems can be found but there is a 75% chance that, when used in spellcasting, flawed gems will have no affect on the spell. Effect: The effect of a chaos gem when used as a spell component is random. After casting the spell, if the caster succeeds a Spellcraft check (DC 2d6+spell level) roll 1d6 and consult the following table: Roll Effect 1-3 None 4 Duration of the spell is doubled 5 Range of the spell is doubled 6 Damage of the spell is doubled. 7 All variables are doubled. 8+ The caster instantly regains all spells that have already been used that day.

Add 2 to the roll if a (perfect) black chaos gem is used. Components or modifiers that affect other aspects of the spell may also be used. Negative Side Effect: The gem absorbs the highest available spell the caster has prepared. The caster permanently loses that spell slot and cannot regain the missing slot (not even a wish spell will undo this effect). Casting Time Modifier: +1d6 rounds. Component Type: M. Knowledge (Religion) DC: 22. Weight: <1 lb. Value: 385 gp, 75 gp (flawed).

ACQUIRING COMPONENTS Just hunting for many of these components could form the basis for a series of adventures. GMs are encouraged to never just give the player characters free access to the components described in this book. Although prices are listed, they are not there so that players can go on shopping sprees. For GMs who wish to allow their players to purchase these supplementary spell components, see The Mad Merchant’s Shop of Curious Wares available at www.rpgnow.com. This is a free PDF that details a small shop. It would be an easy matter for the GM to offer these components for sale in that shop.

Flesh of a Chaos Beast Description: Not only do arcane spellcasters use the gray, rubbery flesh of a chaos beast. If the flesh is slightly damp and fresh (no more than 24 hours old) a divine spellcaster may also draw on the powers of these odd monsters. Effect: Upon casting a Spellcraft check (DC 2d6+spell level) must be made by the caster. On a successful check the caster is instantly granted chaos hammer, which he may cast twice per day for 1d6 days. No other components may be used in conjunction with this one.

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101 Divine Spell Components Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 22. Weight: 5 lbs. Value: 650 gp.

Suffered Damage from a Lawful Character or Creature Description: A chaotic-aligned spellcaster who has suffered damage from a lawful-aligned character or creature can instantly turn the lingering effects of that damage into power that augments a chaotic domain spell. The spellcaster has 2d4 rounds after suffering such damage during which he may augment a spell. After that time the ability is lost. Effect: A spellcaster who uses this component with any chaotic domain spell must make a Spellcraft check (DC 1d10+spell level). On a successful check the spell is cast as if the caster were 1d20 levels higher than he actually is. No other components may be used in conjunction with this one. Casting Time Modifier: +1d4 rounds. Component Type: S. Knowledge (Religion) DC: 30. Weight: None. Value: None.

Troll s Heart Description: The heart of a troll, when left in the summer sun for two weeks, grows hard and black. This hardened heart may be used by divine spellcasters as a supplementary spell component. Effect: A spellcaster who uses this component with any spell that causes damage must make a Spellcraft check (DC 10+spell level). On a successful check the damage of the spell is increased by 2 points per level of the caster (maximum of 30 points). The effect of this spell component may not be combined with other components. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 16. Weight: 6 lbs. Value: 35 gp.

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DEATH DOMAIN Breeam Description: This tough plant has straight stalks adorned with bright yellow flowers. The seeds of the plant pop when it is ripe. Used in foods as an herb and a component in many spells, it is its use as a supplementary component where breeam becomes truly useful. The seeds, when ground into a fine powder, may be used by divine spellcasters. Effect: Upon casting a thick cloud of smoke bursts forth, centered on the caster. This cloud turns all undead within 20 feet as if the caster were a 10th level cleric. Any living creatures caught within the cloud, ONSUMED including the spellcaster, must succeed a Fortitude check (DC 15) or IN ASTING suffer 2d6 points of damage. The All supplementary spell effect of this spell component may components are instantly connot be combined with other composumed when used in casting. nents or damage modifiers. GMs may choose to allow some Casting Time Modifier: None. components to be used multiple Component Type: M. times, treating them more as a Knowledge (Religion) DC: 16. divine focus than a component. Weight: <1 lb. Some components that could Value: 5 sp. be used as a focus item include the paladin’s shield, the tools of Dirt from a Grave a bone delver, and the wizard’s Description: A handful of dirt spellbook. taken from a grave must be no more If some of the components in than 2 days removed from the grave this book are going to be treated or else it will not work in this way. as focus items, the GM should Additionally, the dirt must have been inform his players. actually touching the body for at least five years . . . mass gravesites work best. The body must be exhumed and dirt scraped away from the bones in order to get the handful of dirt that will work to provide the following effects. An average grave will provide five handfuls.

C

C

Effect: The target of any spell this supplementary component is augmented by must succeed a Will save (DC 15+spell level) or temporarily lose 3d4 Constitution. No other components may be used in conjunction with this one. Negative Side Effect: The caster suffers 2d6 points of damage and the spell is lost without having any effect. Casting Time Modifier: +5 rounds. Component Type: M. Knowledge (Religion) DC: 18. Weight: <1 lb. Value: None.

Flesh of a Flayed Man Description: The flayed man is a rare form of undead, a spell-using creature that can only be created from the body of a dead necromancer. A flayed man is without skin since the process of their creation requires that all of their skin be removed. The meaty flesh of the creature, when properly harvested, may be used as a supplementary spell component. The flesh of these foul creatures will function properly as a spell component for 1d4+1 weeks. After that time the material is garbage. To properly harvest the flesh of a flayed man required a Knowledge (Arcana) or Spellcraft check (DC 20). Effect: Upon casting a successful Spellcraft check must be made (DC 15+spell level). If the check is successful the caster permanently loses 1d6 points of Constitution but gains the ability to fire a blast of negative energy once per day. This blast deals 1d6 hp of damage per level of the caster (maximum 10d6). The effect of this spell component may not be combined with other components or damage modifiers. Negative Side Effect: The spell being cast fails and the caster permanently loses 2d4 points of Constitution. The caster does not gain the negative energy blast ability. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 25 Weight: 3 lbs. Value: 450 gp.

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101 Divine Spell Components Hand of a Coffer Corpse

Headstone

Description: Zombie-like in appearance, this bony hand ends in long, sharp claws. The hand of a coffer corpse, no matter how long it has been since the creature was destroyed, may be used as a supplementary spell component by divine spellcasters. Effect: Upon casting a Spellcraft check (DC 15) must be made by the spellcaster. On a successful check the spell takes place normally and the hands of the caster twist and distort, becoming those of a coffer corpse. For six rounds the caster may make claw attacks like a coffer corpse (1d4+4 damage) including the Improved Grab and Death Grip abilities of the creature (see box). The effect of this spell component may not be combined with other components. Negative Side Effect: The power of the coffer corpse consumes the caster and he drops to the ground screaming in pain. After 1d4 rounds the screaming ends but the caster has become a coffer corpse. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 18 Weight: 3 lbs. Value: 130 gp.

Description: The headstone of a grave may be used by evil-aligned spellcasters. The headstone must come from a grave no less than 10 years old and the body must have been left undisturbed within the grave since it was buried. Effect: The target of any spell this supplementary component is augmented by must succeed a Will save (DC 15+spell level) or temporarily lose 1d8 Constitution. The caster must make a successful Spellcraft check (DC 15+spell level) or suffer temporary loss of 2d4 Constitution. No other components may be used in conjunction with this one. Negative Side Effect: The caster permanently loses 1d4 points of Constitution. Casting Time Modifier: +5 rounds. Component Type: M. Knowledge (Religion) DC: 18. Weight: 40 lbs. Value: 15 gp.

ABILITIES OF THE COFFER CORPSE On successful use of the hand of a coffer corpse the caster gains the following abilities for six rounds. Improved Grab (Ex): To use this ability, the caster must hit an opponent of large size or smaller with both claw attacks. If he gets a hold, the caster uses his death grip. The caster has a grapple bonus of +5. Death Grip (Ex): The caster deals 1d4+4 points of damage per round with a successful grapple check (grapple bonus +5) against a Large or smaller creature. Because the caster grasps the victim’s throat, a creature in his grasp cannot speak or cast spells with verbal components.

Lost Half of Hit Points in One Round Description: A spellcaster who has suffered this much damage in a single round comes closer to death and, possibly, can harness the power of death to augment his death domain spells. This power must be used within twenty rounds of suffering the damage. Effect: Immediately after casting the spellcaster must make a Spellcraft check (DC 15+spell level). On a successful check the caster is charged with the power of death and, on his next successful touch attack, deals 1d6 points of damage per caster level. This must be used within 10 rounds or it is lost. The effect of this spell component may be combined with other components or damage modifiers. Casting Time Modifier: +1 round. Component Type: S. Knowledge (Religion) DC: 25. Weight: None. Value: None.

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101 Divine Spell Components Necromancer s Robes Description: The robes of a divine or arcane necromancer can be a potent supplementary component for casters of the death domain. Only the robes of a spellcaster of 10th level or higher may be used as a supplementary spell component and the robes must have been worn for at least six months of game time. Effect: A Spellcraft check (DC 20 + spell level) is required when casting a spell that is supplemented by the component. On a successful check the spell is infused with negative energy that deals 2d6 points of damage to one target of the spell’s effect (caster’s choice). If the spell does not affect an individual this negative energy is absorbed by the spellcaster and may be released as a negative energy blast (2d6 damage) at any point in the next twenty rounds. No other components may be used in conjunction with this one. Negative Side Effect: The robes are over-taken by the negative energy and transform into an incorporeal undead creature that attacks the caster. The DM will select any incorporeal undead of his choice (ghost is recommended). Casting Time Modifier: +4 rounds. Component Type: M. Knowledge (Religion) DC: 16. Weight: 2-4 lbs. Value: Difficult to determine, GM’s judgment.

Paw of a Ghoul Wolf Description: Ghoul wolves resemble normal wolves, save that their fur is matted in places and torn away from their flesh in other places. To identify the paw of a ghoul wolf without seeing the rest of the creature’s body requires a successful Knowledge (Nature) check (DC 16). For every 24-hour period since the beast was slain there is a 10% chance that the mandible will have no effect when used in spellcasting (check after casting). Effect: A spellcaster who uses this component with any spell that causes damage must make a Spellcraft check (DC 10+spell level). On a successful check the damage of the spell is increased by 3 points per level of the spell plus 1 point per level of the caster. The effect of this spell component may not be combined with other components or damage modifiers. Negative Side Effect: The caster slices himself on the claws of the paw, suffering 2 points of damage and fouling the spell.

Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 14 Weight: 2 lbs. Value: 35 gp.

Powdered Blood Description: Dried and crushed blood can be used to enhance the power of death domain spells. This supplementary spell component is also used by necromancers and wizards to create ink for use in writing scrolls. Effect: A spellcaster who uses this component with any spell that causes damage must make a Spellcraft check (DC 20+spell level). On a successful check, the spell’s damage is increased by 1d8 points per level of the caster (maximum of 10d8). This component may not be used with any other supplementary spell component. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 20 Weight: <1 lb. Value: 200 gp.

Spined Worm Larva Description: These six-inch long worms, with long spiny horns over each eye, will one day grow to become the frightening spined worm. In their larval form they are more nuisance than deadly beast. A dried out spined worm larva may be used as a supplementary spell component. Effect: If the caster makes a successful Spellcraft check (DC 20) all creatures affected by the spell suffer 1d6 points of acid damage. No other components may be used in conjunction with this one. Negative Side Effect: The spell casts normally. The spined worm larva bursts in the caster’s hands, inflicting 3d6 points of acid damage to him. A Reflex save (DC 15) reduces this damage to 1d6 points. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 19. Weight: <1 lb. Value: 50 gp.

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101 Divine Spell Components Tools of a Bone Delver Description: Undead monsters that were once grave robbers, the bone delvers are seen primarily near cemeteries and graveyards. When destroyed they leave behind the tools of their trade, a lantern and shovel, which can be used to increase the power of death domain spells. Effect: This component may only be used with spells that target an individual. The target of any spell augmented by this component first suffers the effects of the spell. A grave then opens beneath the targets feet. The target must make a Reflex save (DC 15) or fall into this 6 ft. deep grave. If the target fails the save he is stunned for one round. The effect of this spell component may be combined with other components. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 18 Weight: 5 lbs. Value: 6 gp.

DESTRUCTION DOMAIN Battered Armor Description: Any suit of destroyed heavy armor, if 60% complete, can be used as a supplementary spell component. Effect: A spellcaster who uses this component with any spell that causes inflicts 3d6 points of damage to all opponents within 20 feet of the target of the spell. If the spell does not target a single individual the caster must select one of the creatures harmed by the spell; the chosen creature is the centerpoint for this added effect. The effect of this spell component may be combined with other components. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 12. Weight: Varies by type of armor. Value: Varies by type of armor.

Brutal Damage Description: If a caster deals 20 points of damage to a target in one round (by weapon or magic) his deity smiles favorably upon him and bestows the following effect.

Effect: The next spell cast within ten rounds of dealing 20 or more points of damage to a target in one round has all effects maximized (as per the feat). This component may be combined with other supplementary spell components. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 12. Weight: None. Value: None.

Death of Others Description: If an intelligent humanoid dies within 10 feet of the caster it is possible to harness that energy to power a destructive spell. This may only be used within 30 seconds of the death. Effect: A spellcaster who uses this component with any spell that causes damage has that damage increased by the maximum number of hit points the dead humanoid had in life (maximum of 50 points). The effect of this spell component may not be combined with other components or damage modifiers. Casting Time Modifier: None. Component Type: S. Knowledge (Religion DC: 18. Weight: None. Value: None.

Giant s Fist Description: A giant’s fist, when cut from its body, may be used as a supplementary spell component. The fist must be used within 24 hours of being separated from the giant’s body or is it useless as a supplementary spell component. Effect: Upon casting the spellcaster must make a Spellcraft check (DC 30). On a successful check the caster gains a +1d8 enhancement bonus to Strength for a number of rounds equal to his caster level + 2d6. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 15. Weight: 18 lbs. Value: 300 gp.

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101 Divine Spell Components Iron Golem s Head Description: The iron golem is one of the most powerful of the constructs created by mortal wizards. The head of a destroyed iron golem retains a small measure of the construct’s power. Effect: If the caster succeeds a Spellcraft check (DC 10+spell level) there is a 60% chance that the caster will be infused with the magic immunity of the destroyed iron golem. For 2d6 rounds the caster is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows him (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect and cures 1 point of damage for every 3 points of damage caused by the fire. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 22. Weight: 25 lbs. Value: 190 gp.

Personal Sacrifice Description: By cutting himself, a destruction domain spellcaster can amplify the power of a spell with his own pain. Using a dagger or other sharp instrument while casting the caster deals 1d4 points of damage to himself and gains the following effect. Effect: A spellcaster who uses this component UFFERED FROM with any spell that causes In 101 Arcane Spell Components damage must make a the “components” that rely on the Spellcraft check (DC spellcaster suffering a specific type of 5+spell level). On a sucdamage affect only the character or cessful check the damage creature that inflicted the original of the spell is increased by damage on the spellcaster. 5 x the number of points Divine spellcasters are not so limof damage the caster dealt ited. They may use the power of these to himself. No other com“components” against any opponent. ponents may be used in conjunction with this one.

S

...

Negative Side Effect: The spell has no effect and the damage inflicted upon himself is permanent – the spellcaster’s hit point total is reduced by the amount rolled. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 18. Weight: None. Value: None.

EARTH DOMAIN A Small Pebble Description: A common pebble found along the side of a trail or anywhere else in nature. These plentiful stones are not all suitable as a supplementary spell component. Any pebble, when found, has only a 2% chance of being pure enough to enhance earth domain spells. Effect: A spellcaster who uses this component with any spell with a range must make a Spellcraft check (DC 15+spell level). On a successful check the range of the spell is increased as if the caster were 1d6 levels higher than he actually is. The range extension effect of this component may not be combined with any other modifier to the spell’s range. Components or modifiers that affect other aspects of the spell may be used. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 20. Weight: None. Value: None.

EVIL DOMAIN Drow s Brain Description: A fresh or magically preserved brain of a dark elf may be used as a supplementary spell component. Effect: A spellcaster who uses this component with any spell that has a duration must make a Spellcraft check (DC 10+spell level). On a successful check the duration of the spell is doubled. No other components may be used in conjunction with this one.

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101 Divine Spell Components Negative Side Effect: The caster loses all prepared spells. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 20. Weight: 6 lbs. Value: 350 gp.

DRAIN LIFE Necromancy Level: Clr 6, Nec 6 Component: V, S, M/DF Casting Time: 1 action Range: Touch Effect: Grant 1 negative level/3 levels Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes This foul enchantment allows the spellcaster to wither and shrivel the soul of his opponents. To cast this spell, you expose both the target and yourself to negative energy. You both get a Will save to resist the spell effect. On a failed save, that character (whether the caster or his target) gains one negative level for every three levels of the caster. Negative levels result in actual level loss 24 hours later unless the character thus afflicted succeeds a Fort save. The DC for this Fort save differs depending on whether one is the caster or target of this spell. The target’s save DC is 10 + 1/2 your caster level + your Charisma bonus, while your save DC is 10 + 1/2 your caster level. In addition, you gain a bonus to your roll equal to your Charisma modifier – thus, not only is your DC lower but you also gain a bonus to the actual roll. Material Component: A rusty nail.

Flaying Knife Description: These slender blades are too fragile for use in combat but they work perfectly for separating skin from a corpse. Effect: Upon casting the target is instantly subjected to drain life (see box) as if cast by a 20th level spellcaster. If more than one target is affected by the spell the caster must select one within 20 feet of himself. No other components may be used in conjunction with this one. Negative Side Effect: The drain life side effect affects the caster and not the target of his spell. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 15. Weight: <1 lb. Value: 3 gp.

Heart of a Metallic Dragon Description: The heart of any one of these good-aligned dragons makes a fabulous spell component for those evil divine spellcasters who manage to either slay a dragon or purchase a dragon’s heart. The heart of a metallic dragon turns solid and metallic within three weeks of the dragon’s death. It is only in this metallic form that the heart has any value as a supplementary spell component. Effect: Upon casting, a Spellcraft check (DC 20 + spell level) must be made by the caster. On a successful check, the spell is cast as if the caster were ten levels higher than he actually is. Any other supplementary spell component may be used alongside this one. Negative Side Effect: The spell has no effect and is wasted. The spellcaster is immediately branded with a visible mark upon his face that identifies him as an evil individual. This mark may never be removed, not even through magical means. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 25. Weight: Average of 45 lbs. The exact weight depends on the type and age of the dragon. DMs judgment is necessary. Value: Depends on dragon type. 3d6 x 1000 in proper coinage is the average value. Example: A silver dragon’s heart would be worth 3d6 x 1000 silver pieces. A gold dragon’s heart would be worth 3d6 x 1000 gold pieces.

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101 Divine Spell Components Horns of a Glory Dragon Description: Glory dragons are among the purest expressions of music in all of the known universes and some sages claim that these dragons originally created music. These majestic dragons have two horns atop their heads that, if properly removed, can be used to augment the power of evil divine spells. Only horns removed from a glory dragon less than a week deceased will function as detailed below. Effect: A spellcaster who uses this component with any evil divine spell must make a Spellcraft check (DC 15+spell level). On a successful check the spell is cast as if the caster were 1d6 levels higher than he actually is. No other components may be used in conjunction with this one. Negative Side Effect: The perversion of the glory dragon’s body for the purposes of evil has not gone undetected. Within 1d4 days a dragon of any good alignment will descend upon the caster, seeking to punish the caster for his evil actions. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 30 Weight: Between 20 and 55 lbs. Value: 30 gp per pound of the horn’s weight.

Pact With Evil Description: The caster has made a pact with his dark god, permanently weakening his body in exchange for greater evil and death domain spells. This requires a Knowledge (Religion) check (DC 25). If successful, the caster suffers greater damage when wounded – all damage is increased by 1d6 (including subdual damage). This weakened state is permanent and may only be removed by the direct intervention of a greater deity. Effect: On a successful Spellcraft check (DC 15+spell level) the damage of the spell is increased by a number of points equal to the caster’s level. No other components may be used in conjunction with this one. Negative Side Effect: The caster’s spell is lost and has no effect. The caster is instantly reduced to 3d4 hit points. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 35 Weight: None. Value: None.

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101 Divine Spell Components Sacrifice a Level

Suffered Damage from a Good Character or Creature

Description: An evil-aligned spellcaster (and only an evil spellcaster) may choose to forfeit a level of experience in the hopes of pleasing his dark god. There is a 60% chance that this sacrifice will be accepted and, only then, there is a 20% chance that the sacrifice will be rewarded as detailed below. Effect: The spellcaster permanently loses 1 level of experience. If the caster succeeds a Spellcraft check (DC 12+spell level) all variables of the spell being cast when this sacrifice takes place are tripled. No other components may be used in conjunction with this one. If the sacrifice is not accepted the spellcaster does not lose a level of experience. Casting Time Modifier: +4 rounds. Component Type: S. Knowledge (Religion) DC: 25. Weight: None. Value: None.

Description: A spellcaster who has suffered damage from a goodaligned character or creature can channel that damage into an evil domain spell. The divine spellcaster has six rounds after suffering such damage during which he may augment a spell. After that time the energy is lost. Effect: A spellcaster who uses this component with any spell must make a Spellcraft check (DC 10+spell level). On a successful check all variables of the spell are doubled. No other components may be used in conjunction with this one. Negative Side Effect: The caster suffers 1d6 points of damage and the spell cast has no effect. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 15. Weight: None. Value: None.

Skin of an Adherer

Victarium s Heart

Description: These creatures resemble mummies from a distance but are, in fact, twisted aberrations with skin that hangs in folds like the bandages of a mummy. This skin, when properly prepared, can be used to empower evil domain spells. Once the skin has been removed from the creature it must be placed in the hot sun for three weeks. After that time it is ready for use and can be stored for up to one year without losing its special properties. Effect: When used as a supplementary spell component any visual effects of the spell take on a black, glue-like appearance. The spell exudes a sour smelling odor that remains with the caster (and target of the spell) for weeks. On a successful Spellcraft check (DC 15) the target of the spell is hit with the spell cast and the effects of web as if cast by a 10th level spellcaster. No other components may be used in conjunction with this one. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion DC: 18. Weight: 2 lbs. Value: 45 gp.

Description: Victariums are among the fiercest warriors of the upper planes. They look like slender elven women with four arms, each holding a blade. Standing about 12 feet tall these are large, graceful warriors of the heavens. Their hearts are a source of power for evil spellcasters and it is that heart which drives many evil clerics to hunt down and slay victariums. The heart of a victarium is useful as a supplementary spell component for up to a year after it is removed from the celestial’s body. Effect: A spellcaster who uses this component with any spell must make a Spellcraft check (DC 20+spell level). On a successful check the caster has perverted the heart’s power and consumed the righteous fury power of the slain victarium. For six rounds the caster gains a +4 bonus to Strength and Constitution but suffers a –2 penalty to AC. No other components may be used in conjunction with this one. Negative Side Effect: The good power of the victarium cancels the effect of the spell being cast and inflicts 2d10 points of damage to the caster. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 25. Weight: 17 lbs. Value: 525 gp.

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101 Divine Spell Components Young Child s Heart Description: The heart of a child, still fresh (no more than 6 hours old), who was of any good alignment. The heart can be from any intelligent humanoid child. Effect: All of the variable effects of a spell augmented with this spell component are doubled. The effect of this spell component may not be combined with the effects of other components. Negative Side Effect: The caster’s heart freezes, killing him instantly. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 18. Weight: <1 lb. Value: 35 gp.

FIRE DOMAIN Bones of a Magmin Description: The bone of a magmin may be used as a supplementary spell component. The age of the bone makes no difference. Effect: A spellcaster who uses this component with any spell that causes damage has that damage increased by 2 points per level of the caster. The effect of this spell component may not be combined with other components or damage modifiers. Negative Side Effect: The caster’s spell backfires and affects him. Casting Time Modifier None. Component Type: M. Knowledge (Religion) DC: 20. Weight: 2 lbs. Value: 75 gp.

Fire Elemental s Flame Description: Using a carefully constructed, magic container, a divine spellcaster may capture the flame of a fire elemental and use it to empower his fire domain spells. Capturing the flame requires a touch attack on the elemental. Effect: Upon casting a Spellcraft check (DC 20) must be made. On a successful check the spell deals 2d10 damage to one target within ten feet of

the caster. This is in addition to any affects of the spell and, if the spell targets an individual, this effect does not have to target the same individual. Negative Side Effect: The captured flame burns the caster and the spell is wasted, having no effect. The caster suffers 2d6 points of damage from the flame. Casting Time Modifier: None. Component Type: S, M. Knowledge (Religion) DC: 22. Weight: 15 lbs. Value: 900 gp (250 gp container, 650 gp flame).

Fire Flower Description: The Fire Flower grows along the banks of the eastern ocean. It’s a large, crimson-colored flower that is quite common in that area of the world. The flower must be pressed and dried for six weeks to be used as a divine supplementary spell component. Effect: A spellcaster who uses this component with any spell that causes damage has that damage increased by 1d4 points per level of the caster (maximum 20 points). The effect of this spell component may be combined with other components or damage modifiers. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 12. Weight: <1 lb. Value: None (locally), 35 gp (outside of the area it grows naturally).

Fire Giant s Head Description: The head of a slain fire giant is a heavy, difficult to use supplementary spell component. Additionally the head must be used within three weeks of the giant’s death. Effect: Three rounds after casting the divine caster is transformed into a fire giant. This is treated as the spell polymorph self as if cast by a 20th level spellcaster. No other components may be used in conjunction with this one. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 20. Weight: 30 lbs. Value: 275 gp.

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101 Divine Spell Components Fire Slime s Remains

Mage Coal

Description: A few ounces of a slain fire slime, when properly preserved, may be used as a supplementary spell component. To preserve a fire slime’s decaying waste requires a small vial or jar and a Knowledge (Arcana) check (DC 15). Each small vial or jar preserved takes 5 rounds of time. If the remains of a fire slime are not preserved within 10 rounds of the creature’s death it may never be used as a supplementary spell component. Effect: Upon casting a Spellcraft check (DC 15) must be made. On a successful check the caster may select one target within 30 feet of himself. That target instantly bursts into magical flame, suffering 1d8 points of damage. A Reflex save (DC 10) may be made by the target to avoid this effect. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 14. Weight: 1 lb. Value: 45 gp.

Description: This gray rock is mined deep underground. When lit the rock burns brightly for about twenty seconds before it is consumed completely. While it makes a better arcane spell component it may be used by divine spellcasters. Effect: A spellcaster who uses this component with any spell that causes damage has that damage increased by 2 points. The effect of this spell component may not be combined with other components or damage modifiers. Negative Side Effect: The mage coal bursts into flames, disrupting the spell being cast. The caster must succeed a Reflex save (DC 12) or suffer 1d4 points of damage. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 11. Weight: <1 lb. Value: 15 gp.

Hooves of a Nightmare Description: These powerful, flaming horses are evil monstrosities from another place. When slain, if the divine spellcaster acts quickly, the hooves of the beast can be hacked from its body (requires 2 rounds during which time the character may take no other action). These hooves are powerful supplementary components for those casting fire domain spells. Effect: A spellcaster who uses this component with any spell that causes damage has that damage increased by 6 points per level of the caster (no maximum). The effect of this spell component may not be combined with other components or damage modifiers. Negative Side Effect: The caster’s spell backfires and affects him. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 20. Weight: 2 lbs. Value: 300 gp.

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101 Divine Spell Components Obsidian Shard Description: A single shard of this black volcanic glass can be deadly in the hands of a divine spellcaster. The destructive forces trapped within the glass enhance fire domain spells. Effect: A spellcaster who uses this component with any spell that causes damage has that damage increased by 2d4 points per level of the caster (no maximum). The effect of this spell component may not be combined with other components or damage modifiers. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 15. Weight: <1 lb. Value: 15 gp.

Suffered Magical Fire Damage Description: A spellcaster who has suffered damage from an arcane [Fire] spell or fire domain divine spell can turn that energy around and apply it to his fire domain spell. A divine spellcaster has six rounds after suffering such damage during which he may augment a spell. After that time the energy is lost. Effect: A spellcaster who uses this component with any spell that causes damage must make a Spellcraft check (DC 14+spell level). On a successful check the damage of the spell is increased by 1/2 the amount (round up) of damage he suffered from the spell that affected him. The damage effects of the spell cast may be further augmented with other supplementary spell components though no other aspect of the spell may be affected by other supplementary spell components. Negative Side Effect: The caster’s spell backfires and he suffers the effects of the spell (which is augmented as if he had succeeded the Spellcraft check). Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 18. Weight: None. Value: None.

GOOD DOMAIN Angel s Fury Description: When a good-aligned character is slain in battle with evil angels across the heavens grow angry, desiring to race to the mortal plane and destroy the evil creatures responsible. Their duties hold them in check but their anger burns into the land surrounding the death and can be harnessed for good. If the caster is within 10 feet of the slain character’s body within 10 rounds of death he may use this fury. This must be used immediately or it is lost. Effect: Any variables of a spell, when this component is used in casting, are tripled. The effects of this component may be combined with other supplementary spell components. Negative Side Effect: The angel’s fury tears through the caster, inflicting 5d6 points of damage. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 20. Weight: None. Value: None.

Celestial s Feathers Description: While not all celestials appear as “angels,” many of them do. As with other winged creatures, the feathers of celestials drop from their wings during times of stress and conflict. A single feather may be used to enhance the power of a good domain spell. Feathers can be purchased on the black market though they are difficult to find. The best place to locate a celestial’s feather is either after a great battle or within the upper planes. Black marketeers have been known to higher powerful adventurers to lead them into the upper planes. Effect: A spellcaster who uses this component with any spell that has a duration must make a Spellcraft check (DC 10+spell level). On a successful check the duration of the spell is doubled. No other components may be used in conjunction with this one. Casting Time Modifier +2 rounds. Component Type: M. Knowledge (Religion) DC: 16. Weight: <1 lb. Value: 250 gp.

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101 Divine Spell Components Pure Leaf Description: Pure Leaf is a root that grows in the eastern forests. Dull brown in color, twisted and thin, Pure Leaf is used in shamanistic healing rituals and as a supplementary spell component by some arcane and divine spellcasters. Effect: When used in spellcasting the caster may select any two variables of a good domain spell and make a Spellcraft check (DC 10). On a successful check those variables are tripled. This component may be used with any other supplementary spell components. Negative Side Effect: The caster’s intelligence and wisdom are temporarily reduced by 2 points each. This lasts for 1d6 rounds. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 15. Weight: <1 lb. Value: None (locally), 10 gp (outside of the area it grows naturally).

Silver Tree Bark Description: A rare, giant tree that grows in the northern forests, the silver tree is a beautiful giant. A sliver of bark from such a tree is a powerful supplementary spell component. Effect: The save DC of spells enhanced by this component is increased by 2d6. Components or modifiers that affect other aspects of the spell may be used. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 20. Weight: <1 lb. Value: None (locally), 50 gp (outside of the area it grows naturally).

Suffered Evil Damage Description: A good-aligned spellcaster who has suffered damage from an [Evil] arcane spell or evil domain divine spell can turn that energy around and apply it to his own good domain spell. A divine spellcaster has one hour after suffering such damage during which he may augment a spell. After that time the energy is lost.

Effect: A spellcaster who uses this component must make a Spellcraft check (DC 10+spell level). On a successful check the spell is cast as if the caster were 10 levels higher than he actually is. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 14. Weight: None. Value: None.

Symbol of an Evil Deity Description: The symbol of an evil deity, when held to the heavens during spellcasting, explodes in a burst of energy that the good-aligned divine spellcaster can use to augment a good domain spell. The holy symbol must have been taken from a dead evil divine spellcaster. Effect: The divine caster must succeed a Spellcraft check (DC 15 + spell level) when using an unholy symbol in his casting. On a failed check nothing happens (the spell is wasted). On a successful check the spell duration or range (caster’s choice) is doubled. No other components may be used in conjunction with this one. Negative Side Effect: The caster’s deity looks unfavorably upon this use of an unholy symbol. Two rounds after a divine bolt from above that reduces him to 1d4 strikes casting the caster hit points instantaneously. Casting Time Modifier: +2 rounds. Component Type: V, M. Knowledge (Religion) DC: 22. Weight: 1 lb. Value: 20 gp.

HEALING DOMAIN Healing Potion Description: It may seem unwise to use a healing potion as a supplementary spell component, especially when in the heat of battle and horribly wounded. But in the hands of a powerful divine spellcaster the potion’s power can greatly enhance the healing abilities of many divine spells.

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101 Divine Spell Components Effect: When cast the spell’s healing power is doubled and the healing power of the potion is added to that total. Example: Cure Light Wounds cast by a 5th level cleric, when using a potion of cure moderate wounds as a supplementary component, heals 2d8 +10 points of damage for the spell and 2d8 points of damage for the potion. No other components may be used in conjunction with this one. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 16. Weight: 1 lb. Value: Varies.

Galangal Description: These hollow stemmed plants are wrapped in green leaves and tipped with seed buds that rarely flower. When the seed bud is boiled and left to cool it creates a soupy substance that can be imbued by a caster. Drinking this substance improves the healing magics of the caster for a period of 24 hours. Effect: After casting any healing domain spell the caster is charged with an ability identical to the paladin’s lay on hands. This ability must be used within one hour of casting the spell or it is lost. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 18. Weight: <1 lb. Value: 3 gp.

Nilbog s Skin Description: The nilbog is a goblin afflicted with a strange spacetime disease known as Nilbogism. The disease reverses the effects of damage so that attacks heal nilbogs. By using a half-pound of nilbog skin in casting, the caster can transfer Nilbogism to the target for a short period of time. Effect: The recipient of the spell is inflicted with Nilbogism for a number of rounds equal to the caster’s level. During that time any attack that would damage the infected character actually gains hit points equal to the damage dealt. The character may gain more than his maximum hit

points but never more than twice his maximum. Once this effect wears off the character loses 2 hit points per round until back to his maximum level. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 25. Weight: <1 lb. Value: 75 gp.

Soul Stone Description: Soul stones are small red gem-like rocks that can be found deep beneath the mountains of the western lands. These are a valuable gem used frequently in the construction of jewelry such as necklaces and crowns. Soul stones give off a slight magical radiance and can be detected by detect magic spells and abilities. Effect: A soul stone, when used in casting, heals all characters and creatures within 20 feet of the caster, including the caster. Each is healed by 2d8 points. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 18. Weight: <1 lb. Value: 230 gp.

Tannis Leaf Description: This exotic plant, used by necromancers and arcane wizards in reanimation and soul-transferring magics, is quite rare. Divine spellcasters may grind the leaves to create a course powder that enhances the power of healing spells. Effect: There is a 10% chance when this item is used as a supplementary spell component that the spell cast will be cast as if the caster was 2d5 levels higher than he actually is. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 12. Weight: <1 lb. Value: 1 gp.

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101 Divine Spell Components Troll s Regenerative Gland Description: Few know that the regeneration abilities of the troll can be linked to a set of organs hidden deep within the creature’s chest. Eight of these “regenerative glands” grow around the heart of a troll, each one a constantly-pumping organ that fills the blood of the troll with a potent bio-chemical. This chemical drives the regeneration of a troll and, if removed, can be used during the casting of healing spells. A regenerative gland has a 10% chance of regenerating a complete troll if left unwatched. If the gland is investigated for ten minutes each day this can be stopped but any 48 hour period that passes without someone investigating the gland there is a 10% chance that a troll has regrown. These glands can be used decades after the troll’s death. Effect: The variable effect of any healing domain spell is tripled. No other components may be used in conjunction with this one. Negative Side Effect: The target of the spell is killed instantly as if hit by power word, kill cast by a 20th level wizard. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 20. Weight: 1 lb. Value: 850 gp.

KNOWLEDGE DOMAIN Dead Bookworm Description: The bookworm is a 1-inch long worm that eats the paper, wood, and leather that is used in the construction of most books. A dead bookworm, when ground into a powder, makes a supplementary spell component that can be a powerful boon for the caster. Unfortunately, properly using this component during spellcasting is not an easy task. Effect: Upon casting the character must succeed a Spellcraft check (DC 25 + spell level). On a successful check the caster’s Intelligence is permanently increased by 1 point. The spell functions normally. No other components may be used in conjunction with this one. Negative Side Effect: The Intelligence score of the character is permanently reduced by 2 points. Casting Time Modifier: +1 round.

Component Type: M. Knowledge (Religion DC: 20 Weight: <1 lb. Value: 280 gp.

LAW DOMAIN Capture a Law Breaker Description: Each time a divine spellcaster who worships a deity of law captures a law breaker he is granted a small magical bonus by his god. If the law breaker is turned over to the proper authorities the caster gains the below effect for any one spell cast within the next week. After that time the power has faded. Effect: Three rounds after casting the spellcaster may fire a divine blast that deals 4d6 points of damage +2 points per character level. This blast only harms those who do not worship the caster’s deity. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 22. Weight: None. Value: None.

Judge s Robes Description: The robes of a deceased judge can be a powerful component when used with law domain spells. Only the robes of a career judge function as described below when used as a spell component. (A judge who worked for over 20 years in his profession.) Effect: The spellcaster must make a Spellcraft check (DC 10+spell level). On a successful check, the spell is cast as if the caster were 1d6 levels higher than he actually is. No other components may be used in conjunction with this one. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 12. Weight: 2-4 lbs. Value: Varies, DMs choice.

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Suffered Damage from a Chaotic Character or Creature Description: A lawful-aligned spellcaster who has suffered damage from a chaotic-aligned character or creature can instantly turn the lingering effects of that damage into power that augments a law domain spell. A divine spellcaster has ften rounds after suffering such damage during which he may augment a spell. After that time the ability is lost. Effect: A spellcaster who uses this component with any law domain spell must make a Spellcraft check (DC 12+spell level). On a successful check the spell is cast as if the caster were 4d6 levels higher than he actually is. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 16. Weight: None. Value: None.

LUCK DOMAIN Pair of Dice Description: Any common pair of dice used by gamblers. Effect: The random variable elements of the spell are multiplied by 1d4 if the caster succeeds a Spellcraft check (DC 20). No other components may be used in conjunction with this one.

Casting Time Modifier: Roll 1d6. On a roll of 1-3 none. 4-6 +1d4 rounds.. Component Type: M. Knowledge (Religion) DC: 16. Weight: <1 lb. Value: 1 gp.

Rogue s Luck Description: If a divine spellcaster is within 10 feet of a rogue when he perfectly succeeds any action (player rolls a natural 20) the luck of the rogue is collected and savored by the spellcaster. This luck may be used one time but must be used before 30 days have past or it is lost. Effect: If used with a spell that includes any random die rolls the rolls are not made but, instead, assumed to be the maximum result possible. There is a 50% chance that the spell cast is not lost but remains prepared even after taking effect. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 16. Weight: None. Value: None.

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101 Divine Spell Components

MAGIC DOMAIN Antimagic Ring Description: This valuable magic item, when used in spellcasting, is one of the most potent supplementary spell components a spellcaster will ever encounter. It is a legendary event when one of these rings is used as a component. Effect: Upon casting a wave of antimagic energy radiates from the caster’s body, buffeting all objects, characters, and creatures within a twenty mile radius. This functions like the antimagic field spell, disrupting magical effects and creatures in range of the event. This is instantaneous. No other components may be used in conjunction with this one. Negative Side Effect: The caster dies, as if struck by power word, kill. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion DC: 35 Weight: <1 lb. Value: 118,000 gp.

Antimagic Ring This ring is usually made from adamantine and is etched with an array of magical sigils. On command, this ring allows its wearer to cast antimagic field. Caster Level: 11th; Prerequisites: Forge Ring, antimagic field; Market Price: 118,000 gp; Weight: –.

Dragon s Eye Description: The single eye of a dragon, when used within two days of the dragon’s death, makes a powerful supplementary spell component. Magically preserved dragon’s eyes may function as described below (25% chance of a preserved eye working). Effect: Upon casting a Spellcraft check (DC 15+spell level) must be made by the caster. On a successful check the Intelligence and Wisdom scores of the caster are each temporarily increased by 4 points. This temporary increases

remains in effect for a number of hours equal to the caster’s character level.. No other components may be used in conjunction with this one. Negative Side Effect: The spell takes effect normally but then the caster’s Intelligence and Wisdom scores are each temporarily reduced by 8 points. This reduction lasts for 24 hours. Casting Time Modifier: +5 rounds. Component Type: M. Knowledge (Religion) DC: 25. Weight: 1 lb. Value: 150 gp.

Magic Scroll Description: Any arcane scroll can be used to enhance the effects of a divine spell. Scrolls of high-level arcane spells provide greater strength. Effect: Any divine spell supplemented by an arcane scroll is cast as if the divine spellcaster were a number of levels higher equal to the level of the spell on the scroll than he actually is. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion DC: 20 Weight: 1 lb. Value: Varies.

Magical Staff Description: Any magical staff. This functions as a focus item and is not consumed in casting. This effect may be used no more than once per day. Effect: A spellcaster who uses this component with any spell that causes damage must make a Spellcraft check (DC 12+spell level). On a successful check add 1 point of damage per 2,000 gp value of the staff (maximum of 20 points). No other components may be used in conjunction with this one. Negative Side Effect: The staff is completely consumed in casting and the spell has no effect. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 25. Weight: 4 lbs. Value: Varies.

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101 Divine Spell Components Mastic Description: This fern has light green leaves that grow in pairs along flexible stems. Crushed this plant is used in many arcane rituals and as a spell component for a few different arcane spells. When boiled a thick, gel-like substance rises to the top. When cooled and separated this gel can be used to enhance magic domain spells. Effect: A spellcaster who uses this component with any spell that causes damage must make a Spellcraft check (DC 12+spell level). On a successful check the damage of the spell is increased by 1d6 points. No other components may be used in conjunction with this one. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 14 Weight: <1 lb. Value: 2 gp.

Medusa s Snake Hair Description: A single snake “hair” of a medusa. For every 24-hour period since the medusa was slain there is a 10% chance that the “hair” will have no effect when used in spellcasting (check after casting). Example: A “hair” from a medusa killed 3 days earlier (72 hours) has a 30% chance of being worthless. After 10 days the “hair” is completely worthless. Effect: The Spell Resistance of any target(s) affected by the spell when this component is used is reduced to 1/2. No other components may be used in conjunction with this one. Negative Side Effect: The snake comes to life suddenly, biting the caster and poisoning him (Fortitude save DC 14, initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength). The snake then falls dead. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 22. Weight: 4 lbs. Value: 225 gp.

Wizard s Spellbook Description: Any common spellbook. The spellbook must be complete and not missing any pages though damaged spellbooks will function

as a supplementary spell component. Effect: Upon casting the character must succeed a Spellcraft check (DC 25 + spell level). On a successful check the duration of the spell is doubled and the caster is infused with the ability to cast one random spell from the spellbook used (DM determination). For a period of weeks equal to the level of the spell cast the caster may, once per day, cast this random spell as a free action. No other components may be used in conjunction with this one. Negative Side Effect: The spell does not cast and the caster loses all spell slots for the remainder of the day. In addition, the caster suffers 1d4 points of damage per level of the spell he was attempting to cast. Casting Time Modifier: +2 rounds. Component Type: M. Knowledge (Religion) DC: 22 Weight: Varies, usually 15 lbs.. Value: Varies, usually 100 gp..

MISCELLANEOUS Circle of Believers Description: A group of five or more worshippers of the caster’s diety join hands with him as he chants the praises of his diety and calls for more power. The other members of the circle must chant the name of the diety as the caster draws upon the power of their combined belief. Effect: Any somantic or material components of the spell being cast are not required when the spell is cast in a circle of believers. Instead, the caster needs only the believers and his chanting to cast the spell. At the end of casting the character must succeed a Spellcraft check (DC 20 + spell level). On a failed check the spell functions normally (though the somantic and material component requirements of the spell are still ignored). On a successful check all numerical values of the spell are multiplied by three plus one per member of the circle over five. No other components may be used in conjunction with this one. Casting Time Modifier: +3 rounds. Component Type: V. Knowledge (Religion) DC: 25. Weight: None. Value: None.

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101 Divine Spell Components Darkness Demon s Heart Description: These ten foot tall demons are a powerful opponent in combat but, when slain, their heart can be preserved and used as a supplementary spell component. Preserving a darkness demon’s heart requires a Knowledge (Arcana) check (DC 12) and five hours of uninterrupted time. The heart of a darkness demon must be preserved within 24 hours of the creature’s death or it is unusable as a supplementary spell component. Effect: Upon casting, the spellcaster is charged with a minor form of the darkness demon’s endless darkness ability. For a period of one year, once per day the caster may cast darkness as an innate ability (this is a free action). No other components may be used in conjunction with this one. Negative Side Effect: The caster is consumed by the demon’s heart. Five rounds after casting magical darkness swallows the caster whole, removing him from this plane of existence completely. The caster instantly emerges within an alternate plane of existence that is overcome by magical darkness. Many demons and aberrations (all with darkvision and blindfighting) live within this dark plane. The caster’s survival is a matter of luck and the DM’s whim. Casting Time Modifier: +2 rounds Component Type: M. Knowledge (Religion) DC: 20. Weight: 15 lbs. Value: 275 gp.

Draconic Ancestry Description: Those with the blood of dragons coursing through their veins are more powerful spellcasters than other mortals. Many sorcerers, it is well known, are the offspring of dragons. What is unknown is just how many others in the world have a dragon as an ancient ancestor. Effect: A divine spellcaster with the Draconic Bloodline feat (see box) may, once per day, use his draconic ancestry to enhance the power of any arcane or divine spell. If the spell causes damage that damage is improved by 1 point per level of the caster (maximum 20 points). If the spell has a range or duration that is doubled. Any other variable effect is tripled. No other components may be used in conjunction with this one. Negative Side Effect: The spell does not cast but is lost. In addition, the caster suffers 2d6 points of damage as his draconic blood begins to boil, rebelling against the failed spell.

Casting Time Modifier: +5 rounds Component Type: S Knowledge (Arcana or Religion) DC: 15 Weight: None Value: None.

DRACONIC BLOODLINE You are distantly descended from a dragon. Although you may show no outward signs of your draconic heritage, sorcery comes more easily to you than others. Benefit: You may choose one energy descriptor (fire, acid, electricity, or cold). You receive a +1 on all saves against attacks with this descriptor. In addition, Sorcerer is always a favored class for you, in addition to the class granted by your race. Special: You may only take this feat as a 1st level character.

Dried Reclaimer Beetle s Shell Description: These black-shelled beetles live in the underground where they collect dead organic material and waste in order to construct their nests. Many underground cities are infested with the creatures. A reclaimer beetle’s shell, when allowed to dry for a week, is useful as a supplementary spell component. Effect: Immediately after casting, the spellcaster is charged with the spell insect plague, which he may cast as if he was a 20th level spellcaster. This spell must be cast within 10 rounds or it is lost. No other components may be used in conjunction with this one. Negative Side Effect: The spell casts normally and immediately the caster is in the center of insect plague as if cast by a 20th level caster. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 15. Weight: <1 lb. Value: 26 gp.

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101 Divine Spell Components Gears of a Watcher Scarab Description: These diminutive constructs scurry about, acting as celestial scouts. They look like a dull gray coconut with gossamer wings. When destroyed the gears of the construct can be used as a supplementary spell component. Destroying a watcher scarab is an unwise action since they are mystically tied to their celestial masters who tend to be protective. Effect: Any variables of a spell, when this component is used in casting, are doubled The effects of this component may be combined with other supplementary spell components. Negative Side Effect: Using one of these gears attracts the attention of the watcher scarab’s former master. The caster is struck by a divine blast that deals 5d6 points of damage. A Will save (DC 25) cuts the damage in half. Casting Time Modifier: None. Component Type: S, M. Knowledge (Religion) DC: 14. Weight: <1 lb. Value: 350 gp.

Magebane Description: This foul-smelling substance, when smeared across a rock during a hot summer day, will slowly harden. After a complete summer of sitting in the sun it can be chipped from the rock and broken into small pieces, each of which may be used as a supplementary spell component. The smell of the hardened substance, while still offensive, can be tolerated. Effect: Within 10 rounds of casting the caster may target an area within 20 feet of his location (as a free action). The targeted location, and everything within 10 feet of that location, is instantly overcome by a noxious cloud. All creatures within the affected area suffer a –4 circumstance penalty on Concentration checks, and all spells cast within the spell have a casting time modifier of +1 round. The cloud dissipates after 1d4 rounds. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 16. Weight: <1 lb. Value: 180 gp.

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101 Divine Spell Components Powder Made of a Rot Grub Description: These diminutive vermin, when crushed to a fine powder, can be used to inflict a deadly side effect on targets of divine spells. It takes a dozen rot grubs ground together to create enough powder to act as a supplementary spell component. Effect: Upon casting a Spellcraft check (DC 15) must be made. If the check is successful the target of the spell temporarily loses 2d6 points of Constitution. If the spell affects more than one target each suffers one point of temporary Constitution damage. No other components may be used in conjunction with this one. Casting Time Modifier: +2 rounds. Negative Side Effect: The caster’s Constitution is temporarily reduced by 3d6 points. Component Type: M. Knowledge (Religion) DC: 20. Weight: <1 lb. Value: 50 gp.

Religious Tome Description: A bible or other religious book of the caster’s deity, when read, can enhance the effect of any divine spell. Using the book in this way destroys a single page and not the entire book. Effect: Upon casting a Spellcraft check (DC 15 + spell level) must be made. On a successful check the spell cast is not lost (remains prepared). No other components may be used in conjunction with this one. Casting Time Modifier: +20 rounds. Component Type: M. Knowledge (Religion) DC: 20. Weight: Varies. Value: Varies.

Sacred Ground Description: Casting within the church or other sacred location of a divine spellcaster’s deity can greatly improve the effects of a spell. This is why so many clerics choose to use their healing spells within the confines of their church. Effect: Any variables of a spell, when this component is used in casting, are doubled. Example: A spell that normally heals 1d6 points now heals 2d6

points when cast within the spellcaster’s church. Additionally, if the caster succeeds a Spellcraft check (DC 15 + spell level) the spell is not lost when cast and can be cast again. No other components may be used in conjunction with this one. Casting Time Modifier: + number of rounds equal to the spell’s level. Component Type: V. Knowledge (Religion) DC: 12. Weight: None. Value: None.

PLANT DOMAIN Aletris Description: This plant has triangular fan-shaped leaves and clusters of pale blue-violet flowers. It’s traditionally used as a component by arcane spellcasters and an incense by many religious organizations. Just a single leaf of the plant, when used in the casting of plant domain spells, can create marvelous effects. Effect: The round after casting obscuring mist, as if cast by a tenth level spellcaster, is automatically centered on the target of the previous spell (if there was no single target the spellcaster may pick a centerpoint). No other components may be used in conjunction with this one. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 15. Weight: <1 lb. Value: 2 gp.

Cloth of Gold Description: This rare plant has a tough stalk that’s gold and green in color and is wrapped in thick leaves. A six-petaled star-shaped flower gold and white in color decorates the end of the stalk. A leaf from one of these flowers, when pressed and dried, functions as a supplementary spell component. Effect: Upon casting a Spellcraft check (DC 15) must be made. On a successful check the caster gains speak with animals as a natural ability that may be used once a day for 30 days. ). No other components may be used in conjunction with this one. Casting Time Modifier: None.

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101 Divine Spell Components Component Type: M. Knowledge (Religion) DC: 25. Weight: <1 lb. Value: 5 gp.

Magirose Description: These magically-created roses are jet black in color with deep blue flowers specked with white. They are often called starlit roses. Druids and other divine spellcasters use them in the casting of plant domain spells. Effect: Upon casting a plant elemental is summoned as if the caster had cast summon monster iii. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 12. Weight: <1 lb. Value: 15 gp.

Spear of Wood Description: A wooden spear, when carefully crafted using nothing but natural tools, can be used by divine spellcasters to enhance the power of their plant domain spells. Effect: The spellcaster must make a Spellcraft check (DC 10+spell level). On a successful check, the spell is cast as if the caster were 2d4 levels higher than he actually is. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 16. Weight: 5 lbs. Value: 2 gp.

PROTECTION DOMAIN Holly Berries Description: Holly has wax-like leaves and red or white berries. This plant is sacred and has many uses for those who believe in its power to bring

good luck and to protect an individual from evil. The berries, when cut from the plant, can be used to create a thick juice-like syrup that enhances the power of protective domain spells. Effect: Any protective spells cast with this component has all variables doubled except for duration; duration is multiplied by 1d4+1. No other components may be used in conjunction with this one. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 10. Weight: <1 lb. Value: 1 gp.

Paladin s Shield Description: The shield of a paladin who was slain while fighting evil creatures is infused with holy power. Good-aligned divine spellcasters can use this trapped power to augment any protection domain spell. Effect: Upon casting the spell cast is lost but has no effect. Instead, antimagic field – as if cast by a 20th level caster – is cast. Also, the caster’s hit points are fully recharged. This component may not be used with any other supplementary spell component. Casting Time Modifier: Casting time is reduced to a free action. Component Type: V, M. Knowledge (Religion DC: 25 Weight: Varies by size of shield. Value: Varies by size of shield.

Tamarisk Description: Tamarisk grows on straight hollow stems that stand close to three feet. The plant is topped with small branches that are covered with gold flowers during the summer months. When crushed into a fine powder, tamarisk may be used by divine spellcasters as a supplementary spell component. Effect: If used during that casting of a spell that is targeting reptilian creatures (including dragons), a Spellcraft check (DC 5 + CR of creature being targeted) must be made. On a successful check the duration of the spell is doubled. The duration and other areas of this spell may be further modified by other supplementary spell components. Casting Time Modifier: None.

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101 Divine Spell Components Component Type: M. Knowledge (Religion) DC: 15 Weight: <1 lb. Value: 5 gp.

STRENGTH DOMAIN Barbarian s Blood Description: A few drops of blood from a barbarian can greatly enhance the power of a divine spellcaster’s strength domain spells. This blood must be fresh, taken from a living barbarian. If the blood was taken more than 10 rounds before it is used it is worthless as a supplementary spell component and has no effect. Effect: Any variables of a spell, when this component is used in casting, are doubled if the caster succeeds a Spellcraft check (DC 10+spell level). No other components may be used in conjunction with this one. Negative Side Effect: The caster immediately loses 2d10 hit points. If the barbarian is of the same alignment as the caster this effect takes place even if the Spellcraft check does not result in a 1. Casting Time Modifier: + number of rounds equal to the barbarian’s level. Component Type: M. Knowledge (Religion) DC: 20. Weight: None. Value: None.

Horn of a Minotaur Description: A single horn from a minotaur. The age of the horn has no affect on its use as a supplementary spell component. Effect: The spellcaster must make a Spellcraft check (DC 20). On a successful check the caster gains a +2d4 enhancement bonus to Strength for a number of rounds equal to his caster level. No other components may be used in conjunction with this one. Negative Side Effect: The caster permanently loses one point of Strength. Casting Time Modifier: None. Component Type: M.

Knowledge (Religion) DC: 16. Weight: 21 lbs. Value: 315 gp.

SUN DOMAIN Absorbing an Arcane [Light] Spell Description: A divine spellcaster of the sun domain can absorb the power of an arcane [Light] spell and use that power to enhance his own spells. Companions have been known to work together in order to channel their magical powers into a more powerful spell. Any [Light] arcane spell cast within 100 feet of the divine spellcaster can be instantly absorbed and the absorbed energy reused. This energy must be used within 10 rounds of being absorbed. Effect: As soon as an arcane [Light] spell is cast the divine spellcaster attempting to steal the power and the caster of the spell must both roll 1d20 and add their Int bonus. If the divine caster’s roll is equal to or greater than the arcane spellcaster’s roll then the divine spellcaster has absorbed the spell in question and it has no effect. Now, once during the next ten rounds the divine spellcaster can enhance a sun domain spell with this absorbed power. He mast make a Spellcraft check (DC 10 + spell level) and on a successful check all variables of his cast spell are doubled. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 22. Weight: None. Value: None.

Burning Torch Description: A lit torch may be used as a supplementary spell component. Effect: The caster must succeed a Spellcraft check (DC 15). If successful the flame from the torch is extinguished and is fired from the caster’s fingertips (treat like flame arrow as if cast by a 10th level character). Negative Side Effect: The caster’s clothing is set on fire, dealing 1d4 points of damage for 2d6 rounds (or until it is extinguished).

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101 Divine Spell Components Casting Time Modifier: +1 round. Component Type: S, M. Knowledge (Religion) DC: 10. Weight: <1 lb.. Value: 1 gp.

Cave Moth s Wings Description: The cave moth lives deep underground and, when exposed to light, goes into an insane rage attacking anything near it. Many adventurers have been slain by swarms of these harmless-looking insects. The wings of a dead cave moth may be separated from its body (Reflex check DC15) and used as a supplementary spell component. Effect: Upon casting a Spellcraft check (DC 5+spell level) must be made. On a successful check the caster gains the light rage ability of the cave moth for 1d6 rounds. During that time the caster’s Strength and Constitution gain a +4 enhancement bonus. No other components may be used in conjunction with this one. Casting Time Modifier: None.

Component Type: M. Knowledge (Religion) DC: 15. Weight: <1 lb. Value: 10 gp.

Flash Sphere Description: These small glass globes are usually shattered to release a momentary flash of light. It is also possible for the sphere to be used as a supplementary spell component. Effect: Any variables of a spell, when this component is used in casting, are doubled. If this component is used the usual material components of the spell are not needed. The effects of this component may be combined with one other supplementary spell component. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 15. Weight: 1 lb.. Value: 80 gp.

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101 Divine Spell Components Solar Eclipse

Shoe of a Horse

Description: It is well known that a solar eclipse is a source of great power. How exactly to harness that power, on the other hand, is not well known. During a solar eclipse a divine spellcaster may draw upon the power of the moment to power spells of the sun domain. Any single spellcaster may only use this supplementary spell component once per solar eclipse. Effect: When used as a spell component the spellcaster must make a Spellcraft check (DC 18+spell level). On a successful check the spell effects are determined as if the spellcaster was 4 levels higher than he actually is. On a failed check, there is still a 40% chance that the spell functions as if cast by a spellcaster 1 level higher. This component may not be used with any other supplementary spell component. Negative Side Effect: The caster has unknowingly cursed everyone in the world. The deities of the sun prolong the eclipse as a punishment for attempting to steal power from the beautiful event. The solar eclipse lasts for a number of hours equal to the level of the spell being cast. The spell casts successfully and is treated as if the spellcaster had actually succeeded the required Spellcraft check. Casting Time Modifier: None. Component Type: V, S Knowledge (Religion DC: 25 Weight: None. Value: None.

Description: A common horseshoe, but only one from a horse that has traveled 60 miles or more while wearing the shoe. Effect: A spellcaster who uses this component with any spell with a duration must make a Spellcraft check (DC 12+spell level). On a successful check the duration of the spell is doubled. The extended duration effect of this component may not be combined with any other modifier to the spell’s duration. Components or modifiers that affect other aspects of the spell may be used. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 15. Weight: 1 lb. Value: 5 cp.

TRAVEL DOMAIN Bird s Wings Description: The wings of any common bird, when separated from its body and preserved in alcohol, can be used as a supplementary spell component to enhance the power of travel domain spells. Effect: The spell is cast as if the caster were 2d6 levels higher than he actually is. No other components may be used in conjunction with this one. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 12. Weight <1 lb. Value: 1 gp.

TRICKERY DOMAIN Jester s Hat Description: These odd hats, adorned with bells, may be used as a supplementary spell component. Effect: Any variables of a spell, when this component is used in casting, are doubled. If this component is used the usual material components of the spell are not needed. The effects of this component may be combined with other supplementary spell components. Casting Time Modifier: None. Component Type: M. Knowledge (Religion) DC: 15. Weight: 3 lbs. Value: 6 gp.

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101 Divine Spell Components

WAR DOMAIN Heat of Battle Description: During a major battle (twenty or more combatants total) a divine spellcaster of the war domain finds that his spells are more powerful. Effect: In any combat with twenty or more combatants all war domain spells cast by the character deal 1d6 points of damage to any individual targeted or caught within the spell’s area of effect. This component may not be used with any other supplementary spell component. Casting Time Modifier: None. Component Type: S. Knowledge (Religion) DC: 25. Weight: None. Value: None.

Long Sword Description: Any long sword that has tasted enemy blood may be used as a supplementary spell component. If the long sword is magical it functions as a divine focus item and is not consumed in casting. Effect: A spellcaster who uses this component with any spell that causes damage has that damage increased by 1d4+1 points. The effect of this spell component may not be combined with other components or damage modifiers. Casting Time Modifier: +1 round. Component Type: M. Knowledge (Religion) DC: 20. Weight: 4 lbs. Value: 15 gp (more if it’s a magical weapon).

WATER DOMAIN Fresh Water Description: A gallon of water recently taken from a flowing river or stream. The water must have been taken from the source no more than one minute before use and, if not held in a blessed container, is worthless as a supplementary spell component.

Effect: When used as a supplementary spell component, the caster must make a Spellcraft check at the time of casting (DC 15 + spell level). On a successful check, if the spell does not deal damage or summon creatures, the spell is cast and does not use one of the caster’s spell slots. No other components may be used in conjunction with this one. Casting Time Modifier: None Component Type: M Knowledge (Religion DC: 18 Weight: Approximately 6 lbs. Value: None

Handful of Strangle Weed Description: Looking much like seaweed, strangle weed is a large plant that assaults others and drags them to their death beneath the water. It is useful as a supplementary spell component but only if it has been kept in its native waters (a container with strangle weed and water scooped from the plant’s original home works best). Only dead strangle weed works as described below. Effect: This component may only be used with spells that target a single individual. Upon casting a Spellcraft check (DC 15) must be succeeded by the caster. On a successful check the handful of strangle weed flys forth and wraps around the neck of the target. It is now a living strangle weed that attacks the target for 1d4 rounds at which point it drops to the ground, dead again. If it lands in water there is a 10% chance that this same handful of strangle weed will grow into a living, full-size strangle weed in 1d20 rounds. On a failed check the spell behaves normally and the handful of strangle weed is wasted. The effects of other supplementary spell components may be combined with the strangle weed effects. Casting Time Modifier: None Component Type: M, S. Knowledge (Religion DC: 14. Weight: Approximately 2 lbs.. Value: 320 gp.

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101 Divine Spell Components OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be

applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 101 Arcane Spell Components Copyright 2002, 2003 Philip Reed, www.philipjreed.com 101 Divine Spell Components Copyright 2003 Philip Reed, www.philipjreed.com Adherer from the Tome of Horrors, Copyright 2002, Necormancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Guy Shearer. Aerial Servant from the Tome of Horrors, Copyright 2002, Necormancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Alchemy & Herbalists Copyright 2002, Bastion Press, Inc. Arcana: Societies of Magic, Copyright 2001, Kevin Brennan and James Maliszewski. The Avatar’s Handbook, Copyright 2002, Green Ronin Publishing; Authors Jesse Decker and Chris Thomasson

Bookworm from the Tome of Horrors, Copyright 2002, Necormancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Book of the Righteous, Copyright 2002, Aaron Loeb Coffer Corpse from the Tome of Horrors, Copyright 2002, Necormancer Games, Inc.; Author Scott Greene, based on original material by Simon Eaton. Dungeoncraft Copyright 2003, Fantasy Flight Publishing, Inc. Open game content from Encyclopaedia Arcane: Necromancy – Beyond the Grave copyright 2001, Mongoose Publishing Ghoul Wolf from the Tome of Horrors, Copyright 2002, Necormancer Games, Inc.; Authors Clark Peterson and Scott Greene. Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas Nilbog from the Tome of Horrors, Copyright 2002, Necormancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Rot Grub from the Tome of Horrors, Copyright 2002, Necormancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David “Zeb” Cook and Wolfgang Baur Strangle Weed from the Tome of Horrors, Copyright 2002, Necormancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Unveiled Masters, Copyright 2003, Paradigm Concepts, Inc. Wrath & Rage: A Guidebook to Orcs & Half-orcs, copyright 2002, Green Ronin Publishing; Author Jim Bishop. 'D20 System' and the 'D20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 3.0. A copy of this License can be found at www.wizards.com/d20.

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