Living
in
a
material
world
Where and how to scrounge up spell com b
y
M
Fillet I n E
th
e
ye W
A
d L
of
ool d
of
a
c au
ld
new of
er s
iz ar d
For L
i chael
a
b oil
t
and
toe
of
b at
and
tong
u
and
leg
c h
a
ar m h
h
ofp
ow
A
oil
ui re q
D
d
s
l
tr ou
and
D
m
ui te the sam
ponents as di d M
ponents i t does req
any
D
i gnore, m
ungeon M om
i t,
asters m
T
non- play he P
say
lay
s only
are assum sm
M
e m
andb
e k
and these m
.
.
A
I
ook
play
lso,
ust b
som
ust b
e m
ow are m
and acq
that,
T
hi s i s a prob
ati on.
gam
e
ook
s;
A
O
ui red b
thi s m
sub
tract f rom
m
m
on,
there m
ateri als can b local Wi z v
ards
ust b
G
e b
ui ld m
ate shop f or i ts m a wi tch or herb to the trav
uently
em
ali st m
b
I n som
om
b
m
y
the
i s relati v
e areas,
ate,
h
m
ay
hav
e
b
m
B
magic
ase
well-
s h
selected ali gnm
een
persecuted,
ally
elow) ,
on
lev
sell gem
ust b
b
el =
uy
or
e
com
ponent( s) :
0
%
1
0
0
f or each spell lev
5
%
th lev
+
2
ub
0
el =
A
%
%
ab
ov
e
3
0
%
el of
rd
el
) the
( e. g. ,
5
th
)
tract 3
0
%
class
y
i f
the spell i s of
than
a m
dj ust b
and si z
- 3
f or each lev
the
i ng cleri c spell com
ents. and
ab
le
e of
( e. g. ,
ponents i n a
agi c- user)
y
lev
ci ty
a
propri etor
/
el of
rari ty
town ( T
ab
( T
ab
le I I )
le I I I )
T
hey
T
of
E
v
om
U
m
m
are.
V
.
.
.
on .
.
ery
. .
R
.
.
. .
.
.
.
.
.
.
.
.
.
.
.
0
.
. 0
. - 1
0
. - 2
.
.
3
.
.
. .
. +
.
.
. .
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
. .
. .
.
. .
. .
.
. .
. .
.
.
. .
. .
.
.
. .
. .
.
.
. .
. .
.
.
. .
. .
are .
.
. .
.
.
.
.
on.
carce .
R
do
day
ncom
S
e as
rarity
ery
C
wi ll
ponents
hey
I I
Levels
the f ull
ri cated
ti m
0
i tem
only
, 0
T
sell
0
0
%
ab le
gp per lev
T
ab S
iz
le e
% %
0
. - 4
.
%
% 0
. - 6
% 0
%
. of V
el of
T
po-
ery
L M
he sale pri ce i s
thi s
i nf orm
the spell,
L
aged and ready
m
f or i m
m
0
let ( 1
0 0
, 0
9
- 4
rossroads ( L
0
0
0 .
. .
. 9
9
0
- 2
, 9
9
.
9
) .
.
. .
ess than 1
0
) .
.
.
.
.
.
.
.
% %
0
%
. - 4
.
% 0
0
. - 3 .
%
. 0
. - 2
.
%
0
. - 1 .
.
% 0
1 .
.
. .
0 2
. +
.
. .
3
. +
. .
. .
0
.
. +
.
. .
.
. .
.
.
) .
.
. .
.
. 9
.
.
. .
.
. 9
)
.
. .
) .
, 9
.
. .
9
9
.
.
)
9
.
.
. 9
, 9
, 9 0
- 1
) .
.
, 9
- 9
- 4 , 0
) 9
. 9
0
0
0
9 9
) . - 1
( 2
, 0
- 9 0
+ 0
, 0
town
i llage ( 5
C
0 0
( 5
all town ( 1
am
0
, 0
ci ty
edi um
V
agi c store are pre-
, 0 0
arge town ( 3
S
whi ch-
0
( 1
edi um
M
a-
( 2
arge ci ty
hi gh
the
/ town
aj or ci ty
H
s purchased i n a m
c ity
M
the costs of f or
I I I
of
s) .
ateri al spell com
es the sum ( see
m
agi c shops i s v
ore than 1 0
com
ri cated ( see the
. - 5
0 0
% %
edi ate use. ll results of
1
0
0
%
or m
the desi red i tem
s are av
supply
etween 0
req
.
T
ui re
otals b
the
successi v one of
appropri ate
e rolls are req
any
ore m
ai lab 1
ean that
le i n unli m
%
and 9
percenti le
ui red i f
i ted
%
roll;
ore than T
he of
0
%
ai lab
x
p M
m
i s ex
or lower,
av
E
parti cular i tem
m
9
f i rst f ai led roll i ndi cates that the supply the i tem
hausted.
edition
i s desi red.
I f
the adj usted total i s
then spell com
le i n any
ou
q
uanti ty
ponents are not
.
tf itters
ost towns and ci ti es hav
e at least one
store dev
oted to f i lli ng the needs of
turers.
ependi ng
D
i ght b general stock
e k
on
the
nown as ex
stores,
or
ost of
com
m
adv
uni ty
,
enthey
pedi ti on outf i tters,
shi ps
a wi de range of
i ncludi ng m
JANUARY 1984
0
shop run b
A
58
tract 1
dd 1
S
er i s hi gher.
pack
hav
nd ( e. g. ,
di f f erent
stones whi ch are
e f ab
up on m
ponents
I tem
to
propri etor
e
ponents f or
nor do they
f ab
ark
or 1
ateri al spell
f or spell acti on ( see the secti on on
s whi ch m
com
ub
er 2 A
T carry
cleri c or drui d spell com
s b
he m
e used to
m
e i ncli ned to trust or
ateri al spell com
as a rule,
of
op
chance
shop
to
ui ld,
when those spells are the sam
ei ther 1
s
G
les should b
i li ty
i ron
as appropri ate.
odi f i ers:
i n
wi th strangers.
gem
ev
i ght sell selected i tem
ards
ai lab
ox
le I e
he latter are
selli ng only
agi c shops wi ll norm
of ten m
aller areas
A
ab T
all
who also sell lov
a speci f i c Wi z
i tem
T
the
( T
wi tches,
to spell casters of
secti on
ely
e.
agi c- user or i llusi oni st spells.
or other-
enturer.
T
e had f or
i rtually
agi c- user and i llusi oni st spells.
ti on)
adv
nd,
and occasi onally
wood or cav
ers of
range of
i ght operate a pri -
eli ng sorcerer/
e towns,
e shops are pri v
em
ers;
i n sm
can b
i ne av
ov
nents f or sale i n m ardry
that they
all b
ponents:
op
run b
necessary
e places where spell
ought.
i n som
f req
not,
should ,
s h
also carry
ateri al.
I n a world i n whi ch wi z com
M
com
on ( a pi ece of
agi c shops are f ound i n v
e dark
M
y
not
D
A
or sm
any
M
magic
som
m
as a result of
the
m
i ded i n a leather pouch, ,
he f ollowi ng tab
determ
i ng.
to deal easi ly f
ponents f ound lem
m
theref ore would not b
.
s wi th all other
addi ti ons,
f eel f ree to add to, odi f y
e
and i n
thi s arti cle i s desi gned to supply
i ssi ng i nf orm
wi se m
h
only
ui red?
unof f i ci al
tak
i t of
Wi tches
ateri als are rare,
ateri al spell com
addressed i n the rule b
m
the
a b
only
I t
the spell user. H
ud)
S
e accounted
e f ound and acq
T
cloi stered
ateri al spell
s i n local stores.
are prov
poti ons and cures to the local peasants. )
ept i n the f olds and
ateri als m
ui red i tem
,
M
er
li ttle help.
,
hey
or glass f lask
he caref ul shopper could f i nd m
rock
ci ti es,
ponents f or spells
y
drui ds,
s are so com
m
ulk
T
contract
S
choose to
i s of
i sts,
i ght sell m
e spell i tem
T
ateri al
s a result,
y
lchem
i ght
does
m
e the presence of
ateri als are too b
A
stem
the spell caster s garb
these cases the m f or caref ully
cene
T
the req
eth s wi tches,
ponents used b
ateri al com
ets of
som
S
characters.
ed to b
all pock
course,
er
ers H
,
ay
or j ust assum
ateri al spell com
and
,
ui re are of ten
di f f i cult to f i nd and use i n play m
I V
A
m
ard to sell spell
som
le.
ct
acb
outf i tter
ponents appropri ate to thei r prof es-
of
le,
agi c sy
spell com
com
,
e range of
what com
pedi ti on
and others m
si ons.
b b A
,
sting
, b
b u
ex
ponents.
cleri cs,
,
ing
ac b eth
&
com og
or m w
ui pped
wi th a local wi tch or wi z
,
of
- w
M
lthough the A
fr og
e
er fu b
b ake;
let s
ow
ell- b r oth
not req
son eq
and
b lind
and
ob
snake,
r on
for k
s
ike
fenny
D
ponents
ev
the b
chandlers. ery
day
asi c eq
i tem ui pm
T
hey s,
ent and
supplies listed in the Players Handbook on
Guide,
pages 35-36. (N
the
ote that at such stores the
B
pages
EST
average costs will be higher because these
ogy
traders
described
F
are
middle-men.)
for
O
F
an
ex
as
116-117 D
R
AG
O
ample a
(Editors
N
of
®
Vol.
the
character
only magic-users of 7
rom time to time, one of these stores
.
note: III
See
anthol-
alchemist
require a smaller range of material spell components than magic-user spells and illusionist spells do.
Although
class.)
th level or higher may
A druidic order will normally be based in a grove or other natural setting. The mem-
may arrange a contract with a local magic-
employ alchemists on a permanent basis,
user or witch to provide material spell com-
others may consult them for answers to
spell components (but of course only bor-
ponents for the needs of traveling
specific questions related to their field of
rowed
adventurers. The base chance for such an
expertise.
to druids, rangers, and bards who are part
N
arrangement is 50% adjusted by the size of
the
early all alchemists will be found in
cities or large towns. They are part of a
the city/town (Table III), or as desired by
formal
DM.
or
semi-formal
brotherhood.
Their
bers tend to have the full range of druid
mistletoe),
and
make
them
available
of their order or who tithe generously. Table V notes those items which can only or best be obtained from a druid. Druids may also
consulting rate is 100-150 gp per day. Some
deal with persons outside the faith; the
material spell components is determined as
alchemists
chance of such an occurrence is 50%) plus
for a magic shop, but at -30%. The level of
involved
the shop proprietor is replaced with the level
operate shops where a variety of alchemical
The chance of a store having particular
and
of the witch/wizard supplying the store.
cal
The price of material spell components
only
in
consult,
their
pharmaceutical and
being
magical
unmagical,
primarily
research.
substances, can
be
Others
both
magi-
(or
other
material
charisma
10%
for
reac-
every
neutral.
Clerics would always prefer to deal with a temple to their deity when attempting to
sell
base chance for such an arrangement is
procure
spell, whichever is higher. As with the
50% adjusted by the size of the city/town
deal with a temple to an equivalent deity, in
magic shop, gems and fabricated items are
(Table
normally not available; see the appropriate
level of the shop proprietor is used as the
sections of this article.
level of the alchemist running the shop. As
Alchemist The
AD&D
chemist,
alchemist
bio-chemist,
is
a
combination
pharmacist,
of
and
as
desired
by
the
DM.
The
minus
times the sum of the costs of the compo-
or
components.
non-druids
nents (Table V) or 15 gp per level of the
III),
spell
the
adjustment,
alignment step the non-druid differs from true
obtained.
Alchemists who operate stores may also
purchased through one of these stores is 15
minus)
tion
The
also
stature and alignment, or at a minimum with a temple of identical alignment. Cleric spells normally require the use of a
devices. I recommend that it be assumed
involve substances used in alchemy, or are
that 1st-level clerics receive one appropri-
not of spells usable by alchemists.
ately prepared and consecrated holy symbol
possession of material spell components. An
outfitters;
section of text.
see
the
preceding
prayer
beads,
ruids
and
temples
Druid spells and cleric spells normally
or
similar
as part of their ordination. Any other holy symbols or other such items will have to be either prepared by the cleric when he is able to cast the holy symbol
alchemist may manufacture potions for a
time as given in the Dungeon Masters
can
components for the desired spell do not
expedition
D
but
holy symbol,
this work, the alchemist is frequently in the
magic-user using the rules for costs and
components,
provided in Table I, subtract 30% if the
Prices are identical to those charged by
magical researcher. Because of the nature of
material
of
DRAGON
®
spell (see issue #
Magazine),
or
be
58
obtained
from a temple of identical faith.
DRAGON
59
Another
frequently
required
Powdered gems may be prepared by any
material
spell component is holy (or unholy) water.
gem dealer. If the spell caster wishes to have
if, in his opinion, there is a reasonable chance that the shop might carry the desired
This should be available at the listed Players
his own gems powdered by a jeweler, the
item. Omitted from this list are gem stones,
Handbook cost from any temple of the
cost is 10% of the value of the gem(s).
holy symbols, and fabricated items, all of
appropriate alignment: a good church will
Gold and silver items can be made by
which are discussed in other sections of this
produce holy water, an evil church unholy
goldsmiths and silversmiths; this is
water, and a neutral church none at ail.
described in more detail in the section on
Many temples will have clerical only spell
fabricated
items.
J ewelers
and
text. The rarity of each item was determined
moneylend-
assuming
a
temperate
(European)
climate
components for sale, but will sell them only
ers can provide certain gold items, includ-
and the proper season, especially for botani-
to
ing gold dust, gold coins, and some
cal products. If this does not describe your
clerics
of
appropriate
alignment.
The
base chance of a temple selling such compo-
fabricated
nents is 80% adjusted by the size of the
full range of silver items; so can many
city/town; all other factors are calculated as
items.
Silversmiths
can
make
the
campaign
situation,
the
DM
should
adjust
the rarity level and cost accordingly.
jewelers.
It will be necessary for the spell caster to
for a magic shop, with the level of the high-
purchase
or
obtain
appropriate
containers
est cleric used as the level of the shop
Table
proprietor. Prices are 10 times the sum of
Gems
preparing the mixtures for rapid casting.
the costs of the components or 10 gp/level of
Level of rarity of gems:
This should be a part of preparing and
for the components, and to spend time
IV
the spell, whichever is higher. A tithe, sacri-
Ornamental
fice, or large donation is advisable.
Semi-precious Fancy Gem
Gathering
memorizing spells prior to an adventure.
Common
stones
Uncommon
stones
Scarce/Rare
stones
*
A number of material spell components
stones
Rare/Very
Failure to do this will substantially extend *
Rare
the spell casting times listed in the Players
can most easily be obtained just by going
some are noted as having a base price
out and gathering them. Anything not
five
base
chance
of
than
average.
two, plus 1% for each day spent searching,
Amethyst
is found, or the search is given up. If the
Citrine
(crushed)
100%, adjusted by the items level of rarity
Fancy/Scarce Semi-Precious/
Table
Uncommon
M
(approximately
Diamond
Gem/Very
Moonstone
should
use
Acid, Rare
Opal,
Black
(crushed)
tion in determining whether a certain item
Pearl,
Black
can be gathered or not, based on his knowl-
Ruby
(powdered)
edge of the campaign area. If the spell
Sapphire,
caster insists on looking, roll the dice every
Topaz
day, but if the item is simply not to be
Several spells call for a large gem or a
White
Rare
Gem
Stones
material
component.
There
are
two
basic
physician
dyer,
Amaryllis
Rare).
doz.): shopping
magic store, or an alchemist, or even an
1
1
that magic dealers charge is well in excess of
ber mill
Guide,
pp.
25-27,
should
be
The chance of a particular dealer having
their
normal
cost
(perhaps
Bag,
subject
to change based on demand or availability),
gp/oz.): maker,
alche-
alchemist, perfumer,
(Rare;
stalk²
24
physician,
15
moneylender,
Bark,
tree
cp/lb.):
/
Bark
stable,
fur/ Bat
sp/ea.):
tailor,
druid,
guano
leather-
tanner
(Common;
chips
carpenter,
/ Bat
gathering,
lum-
(Scarce;
hairs
10 gp/oz.): gathering, magic shop Bead,
crystal
or
(Common;
glass
5 sp/ea.): glassblower, jeweler (Everyday;
Beeswax
1
cp/oz.):
beekeeper,
bowyer/fletcher, food store
the required gems is determined by the
and a list of shops or other sources where
following formula: a base chance of 100%,
they might be obtained. Not all communi-
adjusted by the rarity of the gem (see Table
ties will have all the various types of stores
bellmaker,
IV) and the size of the city/town, plus 20%
listed; some will have stores not listed. If a
instrument
Bell,
small
Berries,
(Uncommon;
clockmaker, maker,
edible
20
gp/ea.):
jeweler,
musical
smith
fresh
(Common
in
season,
if the shop is large, no adjustment if the
player wishes to attempt to buy material
shop is medium-sized, and minus 10% if
spell components in a shop not described in
1 sp/lb.; Rare out of season, 15 gp/lb.):
the shop is small.
the following table, the DM should allow it
druid,
60
JANUARY 1984
gpf
shop
(Uncommon;
powdered
(Common;
tiny
worker,
Bat
material spell components, their level of rarity,
painter,
veterinarian
may desire. In addition, as noted, the prices
Masters
1
flower
alchemist,
have all the items in stock that a spell caster
geon
magic
gp/qt.):
gp/oz.):
druid,
hoof,
cious stones.
The following table is a master list of
5
ypoxis)
Animal
moneylender who assays and deals in pre-
the going prices on the open market.
(H
gp/oz.):
expedition outfitter. Not all stores which do
consulted for representative prices.
1
jeweler,
paper/ink
botanist,
carry material spell components as such will
in gold pieces of the gems required is
gp/ea.):
physician
(Uncommon;
Alum
tures, or he may purchase them from a
defined; otherwise the tables in the Dun-
dyer,
(Scarce;
salts¹
gathering,
jeweler, gem dealer, or (occasionally) a
In the case of many of the spells, the cost
5
(Common;
grain
barber,
Alkaline mist,
which should be treated as Gem Stones
Of course, not all communities have a
caster may retain gems found during adven-
Alcohol,
barber,
Going
(Scarce;
stomach
alchemist,
(Rare),
jewelry, or precious metals as part of the
ways of obtaining such items: the spell
gath-
shop
except those of 5,000 gp or greater value,
(Very
druid,
tanner
always
A large number of spells require gems,
cp/lb.):
Fancy/Scarce
regardless of what the dice read.
Gems
5
al-
stonecutter
paper/ink maker, perfumer, physician,
gem worth at least 5,000 gp. These should as
gp/oz.):
Gem/Rare
found, the outcome is always negative
treated
1
engraver,
(Common;
Acorns
Fancy/Rare Gem/Very
components (Uncommon;
brickmaker,
Adder
Fancy/Scarce
be
chemist,
Gem/Rare
Pearl
spell
strong
ering
Uncommon
discre-
V
aterial
Semi-Precious/
hours. If the chance to find the item is
Master
are not listed except when those
and the size of the city/town.
Gem/Rare
Dungeon
magic
Fancy/Scarce
Corundum
The
alchemist
Common
can be found after one full days search
160%, then the item is found instantly.
described outfitters,
The base chance for one of the listed
chance to find the item is exactly 100%, it
over 100%, the searching time drops by two
already
stores to have the given component is
Ornamental/
Agate
chance once per day until the desired item
10%
material
a certain item.
Amber
every
the
shops, druid orders, cleric temples, and
Gems used in spells:
searcher beyond the first. Roll the adjusted
For
that
stores are the optimum (or only) place to get
plus 2% per day for each additional
hours).
assume
expedition
jewelers
100%,
adjusted by the items level of rarity times
12
Sources shops,
These
category.
particular material spell component, use the a
higher
level higher than others in the same
To determine the chance of gathering a
equation:
times
which
spell components are ready and available.
should be treated as being one rarity
fabricated and not refined can be gathered.
following
Handbook, *
- Within the categories of gems,
food
store,
gathering
Bitumen mist,
3
(Uncommon;
barrelmaker,
Blood,
black
5
gp/oz.):
carpenter, (Very
dragon
alche-
shipmaker Rare;
mist,
human
druid,
Blood,
4
(Rare;
magic
Bone,
shop,
mist,
gp/oz.):
butcher
powder
Castor
alche-
physician 1
(Common;
shard
dried
beans
dyer,
sp/ea.):
Charcoal: Citric
from
Brandy, ern,
(Rare;
undead
magic
gp/ea.):
1
gp/pt.):
tav-
winemaker
Brass smith,
dust
weapon
maker,
smith,
Bromine mist,
sp/oz.):
armorer,
maker
(Uncommon;
Brazier
5
25
5
5
disc
armorer,
engraver,
Bulls
horn,
oaken
(Common; woodcarver
gp/oz.):
alche-
quarry,
sp/ea.):
(Everyday;
gathering,
stable Butter
5
cp/lb.):
dairy,
farm,
food store, tavern Candles,
various
(Everyday,
1 cp/ea., for tallow; Common, 1 sp/ea., for wax;
Uncommon,
candles): Carbon
1-6
gp/ea.,
for
special
candlemaker (Common;
1
Dart cp/oz.):
maker, paper/ink maker, smith
gp/lb.):
brickmaker,
or
(Scarce;
glass
10
gp/ea.):
candle-
(Everyday;
piece
1
(Common;
gp/oz.;
sp/lb.):
(Rare;
bones
500
gp/oz.):
bowyer/
gp/set):
(Uncommon;
small
shop
magic
Dung
(Everyday;
1
10
gp/lb.,
gp/ea.):
packaged):
stable Dust
(Everyday;
free):
Eagle
eye
20
(Rare;
gathering
gp/ea.):
alchemist,
magic shop rotten
Eggshell
(Uncommon;
(Common;
1
cp/ea.):
farm,
1
cp/ea.):
farm,
food
Elixir made from the juice of dried plums
50 gp/oz.): alchemist (Common;
Evergreen
wire,
fine
(Common;
(Common;
2
(Uncommon;
live
1
gp/ft.):
sp/lb.):
alche-
gp/ea.):
bait
1-10
gp/ea.):
glass-
ichor
other
Fan store,
(Common;
5
sp/ea.):
(Type
II,
Very
I,
weapon
Very
Rare,
Rare,
750
shop 500
gp/oz.;
sp/lb.):
druid,
(Everyday;
normal
free):
gathering Eyelash
1
1
lumber mill
Fat store,
of
basilisk,
spell-using
gp/ea.):
(Uncommon;
Type
1
instrument
(Rare;
cp/ea.):
jeweler
Demon
1
temple
and the oil of 5-8 beans of a castor plant
gathering
blower,
gathering
farm
Eyelash,
Crystal
free):
(Common;
musical
Egg,
mist, food dealer, herbalist
shop,
alche-
food dealer
jeweler
extract
Cricket, types
gp/ea.):
smith Corn
(Everyday;
1
weaver
moneylender Copper
gp/oz.):
dealer
crystal
Copper
cp/oz.):
1
tailor,
cloth-
smith
glassblower,
(Uncommon;
1
artist/sculptor,
gp/yd.):
spinner,
(Common;
1000
shop
(Uncom-
j uice)
gp/lb.):
1-10
graveyard,
Dragon
quarry
potter
sailmaker,
Rare,
graveyard
Drum,
shop,
1 gp/ea.): carver, stable Burrs
maker,
Very
(Everyday;
Dirt,
fletcher,
silkmaker
lime
Club,
smith
carved
or
1
III,
Down
sp/stick):
weapon
15
alche-
Carbon
(lemon
(Everyday;
Cone,
(Common;
see
gp/oz.):
gathering, 1
Type
Dirt
physician
candle-
saltmaker
Bronze
brickmaker,
Coal
(Scarce;
(Scarce;
(Uncommon;
cocoon
acid
10
gp/ea.):
temple
salts
(Rare;
(Common;
Cloth
(Common;
sp/ea.):
mon; 1 gp/pt.): food store Clay
(Common;
drop
50
shop
6
druid,
1 gp/lb.): alchemist, butcher, magic shop,
Bone
1
mist, magic shop
powdered
(Common;
Chalk
physician
alchemist,
or
perfumer,
Caterpillar 5
or
(Scarce;
miniature
fishmonger
1 sp/oz.): alchemist, food store, herbalist
gp/oz.):
(Uncommon;
mammal
alchemist,
100
live
shop,
Carrot,
500 gp/oz.): alchemist, magic shop Blood,
Carp, bait
alchemist,
(Common;
ki-rin,
creature magic 1-6
ogre
(Very
mage,
Rare;
or
100
shop
gp/ea.):
clothing
tailor (Everyday;
1
cp/lb.):
farm,
food
tavern
Feather,
wing
/
White
/
owl
(Common/
DRAGON
61
Uncommon;
1-6
gp/ea.):
farm,
gathering,
ery,
tailor Feather, clothing
(Scarce;
exotic
store,
Firefly,
10-20
1
tailor
food
Firefly,
sp/oz.):
1
(Uncommon;
5
sp/ea.):
magic
1
gp/lb.):
farm,
fuller,
mist,
human
magic
(Rare;
shop,
candle
maker,
gp/bit):
alche-
10
smith,
armorer,
tobacconist,
tavern
from
a
cp/bunch):
weapon
weapon
candy 1
2
Iron
gp/oz.):
maker,
butcher,
eye
(Scarce;
15
petal
Flour,
white
(Everyday; (Common;
free): 1
gathering
sp/lb.):
food
Heart butcher,
miller
Fools Fur
gold:
1
store, gp/ea.):
gp/ea.):
see
Iron 1-20
Pyrite
2-40
gp/skin):
farm,
(Common;
Garlic
Gauze
2 5
cp/bud):
food
store,
tavern
hen
gp/oz.):
gp/oz.):
1
(Common;
1
sp/yd.):
physician,
Honey
alchemist,
scales,
herbalist
powdered
alchemist, 5
sp/oz.):
(Uncommon;
10
gp/sq.
ft.):
store
leather-
carver,
glassblower 1-6
gp/pr.):
worker, tailor Glove,
carved
herbalist
Leek, store,
druid,
(Everyday;
(Scarce;
25
gp/pr.):
tailor
Ice
or
price
varies
by
weight
and workmanship, base value 1 gp/1 gp goldsmith,
Grain
jeweler,
(Everyday;
1
moneylender
sp/lb.):
bakery,
maker,
Ink,
(Common; 1
0
600-1000 normal
cp/lb.):
1
gp/oz.): or
free):
food
gathering
ivy,
oak,
or
druid,
(Common;
sumac
gathering
1-6
by
sp/ea.):
(Uncommon;
cleric
root,
cp/ea.):
(Scarce;
store,
herbalist,
powdered
(Common;
foundry,
food
15
sp/oz.)
alchemist
see
1
astronomer/
shop
(Scarce;
15
sp/ea.):
alche-
physician (Uncommon;
1
gp/cu.
cp/ea.):
druid,
(Rare;
crystals
alchemist,
1
1
gathering
Mercuric-nitric
Mercury
gp/ea.):
magic
quarry
shop,
gp/oz.):
brickmaker,
smith
(Common;
Marigold
50
gp/lb.):
25
polished
mason,
stonemason
Lodestone
root
herbalist,
Marble, in.):
1
chandler,
Magnets:
flower
(Scarce;
physician
25
gp/oz.):
alchemist,
physician Metal 1-6
bar:
cp/ea.):
weapon
rod,
carpenter,
smith,
maker (Uncommon;
Mica
(Common;
nail
barrelmaker,
1
gp/cu.
in.):
mason,
quarry Milkfat,
(Common;
solidified
5
sp/pt.):
dairy, food store Mirror, jeweler,
(Uncommon;
silver
20
gp/ea.):
silversmith
Mistletoe,
(Uncommon;
borrowed
10 sp/sprig): gathering Mistletoe,
(Scarce;
greater
as
per
Players
Handbook) Mithral armorer,
(Rare;
plate
jeweler,
Moonseed
plant
1
2
50
smith,
gp/1gp
weapon
(Scarce;
5
wt.):
maker
gp/ea.):
druid, flower shop, herbalist (Everyday;
Mud
Mushroom alchemist, Nettle 10
free):
herbalist,
leaves,
gp/oz.):
gathering
(Rare;
spores
50
gp/oz.):
physician (Uncommon;
crushed
alchemist,
druid,
herbalist,
physician Nitre: Nut store, Oak druid,
see
shells
bark
JANUARY 1984
1
sp/lb.):
food
/
(Common;
leaf
1
sp/lb.):
gathering
gp/ea.): Oil
Saltpeter (Common;
gathering
Octopus 50
62
:
physician,
(Uncommon;
crushed quarry,
quarry,
(Rare;
Lodestone
mist,
or
alchemist,
Mandrake
(Uncommon;
5
shaving
food
gp/lb.): Loam
candle-
gp/oz.;
(Common;
crushed
Lime,
farm
gp/stick):
lead-based
farm,
tailor
blessed
navigator,
100-500
candle-
tavern
temple
(Scarce,
cp/lb.):
sp/ea.):
loop
Licorice
gp/ea.):
(Varies)
(Common;
special
1
jeweler
cp/oz.):
tavern
farm,
perfumer,
Inks, Rare,
brew-
9
snow
Incense (Uncommon;
Gold
1
stable
Humus
snakeskin
(Uncommon;
gp):
3
temple
1
Horn,
(Common;
Glove
1
alchemist, /honeycomb
alche-
100 gp/ea.): leatherworker or tailor + cleric/
(Uncommon;
fishmonger,
2
poison
leatherworker,
1 sp/pt.): alchemist, beekeeper, farm, food
Glass
(Everyday; from
sp/ea.):
gathering
weaver
Leaf Leaf
(Common;
(Uncommon/Rare;
(Common;
Holly
(Common;
Leather
(Uncommon;
gp/lb.):
tavern
Leather
various
Herring
fuller, furrier, tailor
a
5
5000
(Common;
alchemist,
farm
Herbs,
(Common;
herbalist,
of
(Common;
sizes
maker
Lard
hawker, magic shop
Flower
and
maker, illuminator/scribe, painter, paper/ ink
stable
(Rare;
circlet
Lampblack
maker
Hawk
shapes
(Uncommon;
pyrite
J ade
physician
(Common;
animal
(Common;
war
various
mist, magic shop
shop
gathering,
Iron,
(Uncommon;
gp/yd.):
strong
10 gp/oz.): alchemist, paper/ink maker
1-6 gp/ea.): smith, weapon maker
(Uncommon;
bakery,
Hammer,
sp/ea.):
maker
store,
1
physician
(Common;
Flint
50
legs
instrument
Hairs
7
stable,
(Common;
quarry
hind
8
arabic
musical
tailor, weaver Flesh,
miller,
block
(Uncommon;
Gut (Common;
or
mason,
alchemist,
shop Fleece
store,
5 sp/ea.): gathering, magic shop
sp/ea.):
Gum tail
dust
Grasshopper
(Uncommon;
live
gp/ea.):
gathering
wt.):
farm,
Granite,
(giant)
tentacle
(Rare;
fishmonger
(Common;
1
gp/flask):
alchemist,
candlemaker Oil,
/
saffron
alchemist,
orchid
P
hickory
gp/flask):
and
P
of
very
and
fat
rare
mushroom Rare;
500
gp/oz.):
of
oil,
poppy
dust,
and
pink
150
gp/oz.):
(Common;
wooden
split
dry
alche-
1
sp/ea.):
10
(Common;
3
(Uncommon;
hosphorus
glassblower,
cp/lb.):
food
P
ine
druid, P
ine
gp/oz.):
/pine
ins,
1-6
itch
cone
P
(Common;
1
5
sp/pt.):
P
sp/pt.):
cp/ea.):
alchemist,
lums,
dried
(Common;
sp/ea.):
jew-
carpenter,
free): 2
gathering
cp/doz.):
food
store P
ork
(Common;
5
cp/lb.):
butcher,
food store, tavern P
otion
of
heroism
cp/lb.):
food
15
cp/lb.):
1
gp/oz.
gathering,
for
ordinary
tree):
alchemist,
musical
instru-
leaf,
(Very
eye
magic
mon;
tion
herbalist
amber, gp/ea.):
Rare;
500
gp/ea.):
petals
free):
crystal,
superheroism
500/700 gp/ea.): alchemist
(Rare;
alche-
gathering or
glass
glassblower, 50
for
4
jeweler sp):
expedi-
ropemaker
gp/lb.):
5
sp/ea.):
(Scarce;
50-300
gp/yd.):
and
(Common;
price
workmanship): from
strong
1
gp/ea.):
1
gp/cabbage):
Skunk
Slug
alchemist,
cabbage
(giant)
varies
jeweler,
by
weight
silversmith (Uncommon;
animal butcher
(Uncommon;
leaves
druid,
gathering
digestive
(Rare;
juice
Saltpeter
6-12
scales
gp/ea.):
(Common;
/
skin
free): /
any
fire
alchemist,
source
(Scarce;
tongue magic
shop
see Ice and snow see
Spectre,
Lampblack
essence
of
(Very
Rare;
750 gp/oz.): alchemist, magic shop Spell
books
14
(Rare;
1000
gp
+
1
sp/ea.
rose):
Spell
books,
travelling
14
(Rare;
500
gp
+
100 gp/spell level): magic shop
/Rock
store,
(Everyday;
Smoke
100 gp/spell level): magic shop
flower shop
Sand,
2
(Uncommon;
leaf
various
Soot:
(Uncom-
salt
(Common;
1
gp/lb.):
herbalist
Spheres
(Uncommon;
1
gp/oz.):
stable,
Spider,
live
gathering, fine
/
colored
of
(Uncommon;
quarry or
Silk,
Snow:
(Common;
outfitter,
Salt
fish-
clothier, tailor, trader/importer, weaver
Snake
shop
(Everyday;
15
(Uncommon;
powdered
Roc
of
sp/ea.):
50 gp/flask) : alchemist
alchemist,
Rock
1
gathering
Sinew
(Common,
gp/ea.):
jeweler
(Uncommon;
seeds
Shamrock
store
sp/ea.):
10-60
herbalist
glassblower,
1
sp/oz.):
food rind
uartz
weaver
Rose
(Everyday;
q
Silver
Rod
physician green
3
gathering,
Sesame
smoky
(Uncommon;
(Common;
Rope 5
Mercury
gp/ea.):
horn
Rhubarb
physician 1
1-6
(Common;
Seashell monger,
crystal,
(Common;
mist,
(Uncommon;
(Common;
lant,
gp/ea.):
sort; Uncommon, 5 gp/oz. for resin from
5
(Common; painter,
silver
painter,
5
(Uncommon-Scarce;
Scroll
illuminator, paper/ink maker, scribe
farm
gp/oz.):
eler, silversmith P
rayer
ment shop, painter, paper/ink maker,
painter
tar
P
temple
physician
gathering
carpenter, P
5
see
rock
Raisin
Resin
physician
(Uncommon;
igments
/
druid,
camphor
alchemist,
wheel
gp/ea.):
(Uncommon;
Rams
mill,
sp/sheet):
store
P
uartz,
Reed
(Common;
archment
P
rayer
jeweler
woodcarver
alchemist,
P
1-100
mineral
(Uncommon;
(Rare;
essence
eas,
/
uicksilver: Q
illuminator, paper/ink maker, scribe P
beads
(Common;
rism,
Q
pow-
(Very
herbalist
addle,
rayer
book
alche-
herbalist
carpenter, P
5
from
glassblower, jeweler
Ointment
mist,
refined
bakery
Ointment der,
oil
(Uncommon;
walnuts mist,
P
sweet
(Uncommon;
1 gp/oz. ): clockmaker, gathering
Spider mist,
crystal, 5
or
1
jeweler
gp/ea.):
shop
(Everyday;
gathering,
mineral
glassblower,
(Uncommon;
magic
web
glass,
gp/ea.):
magic
1
gp/web):
alche-
shop
DRAGON
63
Squid 50
(giant)
Squid
(Rare;
tentacle
gp/tentacle): secretion
(Rare;
U
50
gp/flask):
(Scarce;
5
(Uncommon;
gp/ea.):
10-60
gathering
gp/sq.
Stone,
square
(Everyday;
free):
gathering
(Common;
chip
1
cp/ea.):
String,
piece
5
sp/bale):
(Everyday;
1
farm,
stable
cp/yd:):
cloth-
ing store, any craft shop, tailor, weaver (Uncommon;
Stylus
1
gp/ea.):
(Common;
herbalist,
1
gp/lb.):
food
Vial
1
gp/oz.):
(Uncommon;
1
gp/oz.):
1
gp/oz.):
Tea,
1
cp/lb.):
(Uncommon;
1-6
herbalist (Common;
1
sp/spool):
1
sp/lb.):
minute /
1
:
1
candlemaker
gp/gal.): wood
druid,
Certain
(Common;
Turtle
shell
3sp/ea,):
bakery
painter
(Common;
gathering,
yard
food
(Common;
store,
5
piece
(Everyday;
free):
physician,
tavern
1
cp/oz.
unwoven,
components
must
following table provides information on
costs, and how long it will take. (Editors Tables
include
15
(Uncommon; 5 gp/piece) :
of
of
glass,
1-6
crystal,
gp/ea.):
or
mica
glassblower,
the
AD&
as
VII,
each
D
is
ing
spell
and
some
VIII
spells
rules,
but
new
spells
Magazine.
of
appears the
of
official
DRAGON
which
ellow-tinted
VI,
mentions
described
those
by
are
which
The
spell
indicated
hereafter that
in
not
were
past
issue
issues
in
descriptions
the
reference
follow-
name.)
jeweler Table
alchemist,
VI material
spell
components
1 Alkaline salts are found in natural water and arid soils.
Augury
(cleric):
A
set
of
gem-inlaid
sticks. These sticks can be manufactured by
to southern Africa, and would be Uncom-
a jeweler in 1-4 weeks at a cost of 500 gp
mon in that climate. They are also known
per set.
as
Belladonna
lilies.
Plane
3 Bitumen is obtained by distillation
(cleric):
shift
A
small,
forked
metal
rod. Tuning forks can be made by a smith
from coal or petroleum, and is occasionally
or musical instrument maker in 1-6 days for
found naturally.
25 gp, tuned.
4 Human blood is actually not rare, but because its indiscriminate gathering is
#71
Changestaff,
(druid):
A
staff
of
ash,
oak, or yew wood made from the limb of a
likely to cause trouble with the local author-
tree which had been struck by lightning
ities, it is a troublesome substance to
within the past 24 hours. Obtaining the tree
obtain.
limb requires one full day of searching
5 Bromine salts are obtained from seawater, and are only Uncommon in the vicinity of the ocean.
following a lightning storm. If your campaign has no system to determine the occurrence of such a storm, assume a 10%
6 Castor beans are native to tropical
chance
plus
1%
per
day,
cumulative.
There
Africa and Asia, and are Common in simi-
is a base 50% chance of finding such a tree.
lar
Searchers may be hired to help in this
climates.
7 Human flesh poses the same problem as human blood; see Note 4 above. Both
can
be
gathered by the spell caster,
of course, but watch out for
alignment
problems.
by various African trees of the genus Acacia.
search.
Normal
searchers
add
10%
to
the
chance for each additional person; their cost is determined as per the DMG, pg. 29. Druids or rangers add 25% per person, and cost 150 gp per day to hire. Having the
8 Gum arabic is a gum resin exuded
Because it travels well, and has many
uses, it is only Uncommon. 9 Humus is found in compost heaps. It is not made from chick peas. 10 Ice or snow is Common or Everyday in appropriate climates, and unavailable without magic in other climates. 11 Mercury has been known since
limb carved into a staff will take a trained woodcarver 1 week + 1-6 days, and will cost 250 gp. Levitate
(magic-user):
A
piece
of
golden
wire bent into a cup shape with a long shank on one end. A goldsmith can manufacture this in one day for a cost of 100 gp. #67
Deeppockets,
(magic-user):
A
tiny
golden needle and a strip of fine cloth given a half-twist and fastened at the ends. A
ancient times, but was thought to have uses
tailor can manufacture this in one day at a
only in alchemy and medicine. It is also
cost of 100 gp.
known
as
quicksilver
(q.v.).
12 Moonseed plants are found in
JANUARY 1984
spell
those components which must be fabricated,
weaver
2 Amaryllis (Hypoxis) stalks are native
64
items
material
Fabricated :
spell
men or by the spell caster personally. The
note:
(Common;
(Common;
sp/qt.)
OF
the
who can do the work, how much the work
small
3 sp/ea.): fishmonger, jeweler Treacle
BEST If
be specially made, either by skilled crafts-
part
Y
the
store,
gathering
sp/lb.):
flexible
carpenter,
(Uncommon;
Tortoise
food
1-20 sp/yd. woven): farm, fuller, tailor,
druid,
and
anthology.
Elm or Witch Elm, and is found in temper-
Fabricated
(Common;
Wytchwood
III
1 5 Wytchwood is also known as Wytch
alchemist,
cp/qt.):
free)
other
Wool
Vol.
be the same.
druid
(Common;
gathering Tort,
5
Willow
or
Magazine
DRAGON
ate climates.
(Common;
Wood,
clothing
tailor
Thorns
gp/ea.):
(Common;
cp/yd.):
candlemaker
gp/lb.):
books are treated in detail in issue #62 of
caster desires to make his own, the cost will
gathering
(Common;
herb
Thread
1
alchemist,
beauty shop Tallow
gp/oz.):
(Uncommon;
Whitewash
lumber
(Uncommon;
1
(Everyday;
Water
alche-
gathering Talc
10
tavern, wine shop store,
druid,
above.
DRAGON
(Uncommon;
(Common;
climates.
14 Spell books and travelling spell paper/ink
scribe/illuminator
Vinegar
physician
Sumac
gp/oz.):
glassblower
Wax
(Uncommon;
1000
gp/sheet):
clerical
European
humanoid creature, see Notes 4 and 7,
Rare;
shop 50
temperate,
13 For a pineal gland from human or
100-600 gp/set): tailor, temple
tavern
Sulphur
moderate,
Rare;
alchemist, dyer, paper/ink maker
engraver,
paper/ink maker, scribe/illuminator Sugar
(Rare;
Vestments,
(Common;
gathering
(Very
(Very
dust
Viz-million
quarry
Straw
free):
blood
magic
Vellum maker,
small
mason,
store,
alchemist,
yd.):
smith Stone,
hulk
Vampire
Stalactites
mist,
mber
750 gp/flask): alchemist
alchemist
Steel
(Everyday;
Twigs
fishmonger
Whip,
#67
(magic-user):
A
small
bit
of
silk braided into a miniature whip. A tailor
can manufacture this in 1-3 days for a cost
filigreed,
of 15 gp.
cost (magic-user):
Clairaudience
A
small
silver horn of 100 gp value. This can be manufactured by a silversmith in 7-12 days for 100 gp. (magic-user):
Tongues
A
small
clay
model
of
enameled,
5000-10000
and
gp.
gem-studded
This
can
be
at
a
manu-
caster should write down the material components to be used, and where he intends to
factured by a trained sculptor in 2-8 weeks
get
at a cost of 5000 gp + (d6 x 1000) gp.
the guidelines in the Players Handbook and
Mordenkainens
Sword
(magic-user):
A
them,
this
prior
article,
to
can
casting.
then
The
determine
DM,
availability
miniature platinum sword with grip and
and costs, as well as the effectiveness of the
pommel of copper and zinc at a cost of 500
proposed
of a ziggurat. This can be manufactured by
gp. A good smith could manufacture this in
rare,
a potter, sculptor, or mason for 100 gp in
1-4 weeks at the listed cost.
should result in full (or even slightly
7-12 days. Melf' s
Mordenkainens
Minute
#67
Meteors,
(magic-
#68
(magic-user):
Magnificent A
miniature
Mansion, portal
carved
user): A small golden tube, 1000 gp cost.
from ivory. This can be carved by a jeweler,
This can be manufactured by a goldsmith
sculptor, or trained carver in 7-14 days for
or jeweler in 14-21 days for 1000 gp.
250 gp.
Dig
(magic-user):
Miniature
shovel
and
Volley,
willow or other flexible wood, crisscrossed
craftsman can make these items in 1-3 days
with specially prepared strands of gut. A
for 50 gp.
carpenter Mnemonic
(magic-
Enhancer
or
musical
instrument
maker
can
build this in 1-6 days for 100 gp.
user): An ivory plaque of at least 100 gp
Bigbys
Clenched
Fist
(magic-user):
A
small device consisting of four rings joined
sculptor, or carver for 100 gp in 7-12 days.
so as to form a slightly curved line, with an
#67
mirror,
(magic-user):
A
silver
spell
components.
particularly
should be penalized.
VII
Variable
Druid
spells
spells:
Animal
friendship
poison
Trip
Magic- user spells: #67
Mount,
mirror of 1000 gp cost. This can be manu-
rest, the whole fashioned of an alloyed
Dismissal/Beckon,
factured by a silversmith for 1000 gp in
metal of copper and zinc. A smith can
Fabricate,
Leomunds
Secret
Chest
(magic-user):
An exceptionally well-crafted and expensive
manufacture a set of brass knuckles in 1-6
Enchant
days for 100 gp.
Legend
Hypnotic
pattern
(illusionist):
A
crystal
Clone
replica,
This can be made by a glassblower in 7-14
Binding,
in
every
detail.
The
chance
5000) gp. The replica costs 2500 gp + (252500) gp. The work will take 7-12 months. Mordenkainens
Faithful
item
#68
#68
days for 300 gp. Illusionist spells:
work is 50% adjusted by the size of the city. The cost of doing the work is 5000 gp + (50-
an
Banishment,
rod filled with phosphorescent material.
perfect
#68
#68
lore
chest costing at least 5000 gp, and a tiny
of finding a master craftsman capable of this
materials
improved) spell effectiveness; a half-hearted
I upon which the bottoms of the rings
14-21 days.
Expensive,
well-chosen
attempt to satisfy the material requirements
Slow
value. This can be carved by a jeweler,
Magic
or
Table #68 (magic-user): A bit of bent
tiny bucket. A smith, jeweler, or other
Rarys
using
Variable
spells
Some spells have material components which vary with each casting. The spell
Minor
creation
Vision Mirage
arcane,
#66
(magic-
Hound
user): A tiny silver whistle. A silversmith can manufacture such a whistle in 7-12 days for 50 gp. Sending,
#68
(magic-user):
Two
tiny
cylinders, each with one open end, connected by a short piece of copper wire. A smith can manufacture this device in 1-8 days for 50 gp. Legend
lore
(magic-user):
Strips
of
ivory
formed in a rectangle. This can be made by a jeweler or sculptor in 1-3 days for 100 gp. Project
(magic-user):
image
A
small
replica (doll) of the magic-user. For 100% spell effectiveness, this doll should be prepared by a witch or magic-user, at a cost of 300 gp in 1-4 weeks. A sculptor or tailor could produce such a doll for 100 gp, but the spell would only have 50% effectiveness in terms of range and duration. Repulsion
(magic-user):
A
pair
of
small
magnetized iron bars attached to two small canine statuettes, one ivory and one ebony. A skilled carver or craftsman could make this device in 7-14 days for 200 gp. Spiritwrack
(magic-user):
An
illuminated
sheet of vellum. Although the final product of this spell must be personally produced by the magic-user, the vellum can be illuminated by a trained scribe in 7-14 days for 200 gp. Contingency,
#68
(magic-user):
An
ele-
phant ivory statuette of the magic-user. This can be carved by a good sculptor in 1-4 weeks for 1500 gp. Duo-dimension
(magic-user):
A
thin,
flat
ivory likeness of the spell caster, gold
DRAGON
65
Reusable Most
items
area of effect, effect, etc. If you decide to
material
spell
components
vanish
allow
substitutions,
their
effectiveness
upon use. A few, however, survive. Such
should be judged on (a) effectiveness and
reusable items are particularly desirable for
(b)
spell casters.
expense.
In
The following table lists all such material
the
AD&D
magic
system,
material
spell components tend to either follow the
spell components. In some cases, it is not
Laws of Magic or are puns or modern-day
clear from the spell description whether the
references.
item is meant to be reusable or not; in those
substitutions should have the same charac-
cases, a (?) follows the item. In the
teristics.
absence of official rulings on these items,
Good
material
spell
component
The Laws of Magic require that the
the DM should use discretion in making the items either reusable or expended.
method of the spell be an analog to reality in some way. The Law of Similarity, for example, states that events resemble causes,
Table
VIII
Reusable Cleric
which is the principle behind pouring water
material
spells,
various: a
Sanctuary:
components
holy
small
on the ground as part of a rain dance. The
symbol
Law of Contagion, which states that things
mirror
once in contact continue to interact from a
silver
a set of gem-inlaid sticks or
Augury: dragon
spell
distance after separation, is the principle
bones
Locate
behind a voodoo doll. a
object:
piece
prayer
Atonement:
of
lodestone
beads,
prayer
(?)
Examples
wheel,
or prayer book Find
the
the divination
path:
prayer
weather:
sending of
an
oaken
#71:
Changestaff,
a
references
and
knuckles
in
Bigbys
Clenched
Fist
or
the
(issue
tin-can
telephone
in
#68), which implies the Law
Contagion. Higher-level spells generally have more
expensive material spell components than
club
staff
brass
Similarity),
beads
Druid spells, various: mistletoe or holly Shillelagh:
modern-day
(the glove itself is an example of the Law of
counters
favored by the cleric (as for augury) Control
of
puns in the AD&D magic system include
of
ash,
oak,
or
lower-level spells. The addition of high-cost
yew wood made from the limb of a tree
components may increase spell effective-
which had been struck by lightning within
ness,
the past 24 hours.
should not exceed the addition of one level
at the discretion of the DM.
This
to the spell casters level for casting effecMagic-user Read
spells: a
magic:
tiveness for each doubling of the cost of
clear
crystal
or
mineral
material
prism (?) Bind,
spell
components.
Of course, poorly chosen or cheap mate-
#67:
rope
or
a
Clairaudience:
ropelike
small
object
silver
horn
(?)
rial spell components will substantially
of
lower spell effectiveness, or possibly not
100 gp value (?) Lightning
work a
bolt:
bit
of
fur
and
piece
of
an
amber,
at
all
.
.
.
but the spell caster may
not know this in advance.
crystal, or glass rod (?) Detect
#67:
illusion,
a
Selling
yellow-
Melf's
Minute
#67:
Meteors,
a
small
dragon,
golden tube of 1000 gp cost Magic
#67:
mirror,
a
Leomunds
Secret
chests
Magic
a
silver
Chest:
umber
hulk,
a
spectre,
etc.,
mirror
of
essence back to civilization to sell to the
two
custom-
good way for a resourceful party to make some extra money.
large
Mordenkainens
gem
or
Faithful
crystal
Hound:
The price an alchemist or magic shop will
(?) a
tiny
silver whistle (?) image:
magic-user
an
local alchemist or magic shop. This is a
fabricated
Project
components
might elect to take the blood, ichor, or
1000 gp cost
jar:
material
A party of adventurers that kills a black
tinted glass, crystal, or mica (?)
offer will only be half the sale price as listed in Table V if very large quantities are
a
small
replica
(doll)
of
the
(?)
offered for sale, the offering price will plummet to as low as one-tenth. Of course, if the
#68:
Contingency
an
elephant
ivory
party has sold several gallons of black dragon blood to an alchemist, the level of
statuette of the magic-user (?) a
Cacodemon:
Trap the soul:
brazier
rarity in that area of the campaign world
a very large and expensive
should drop considerably. Magic shops and some expedition outfit-
gem (?)
ters might want to buy magic items, potions, and scrolls found by the party
Illusionist spell: Hypnotic
pattern:
phosphorescent
a
crystal
rod
filled
with
material
which are surplus to their needs. The price offered will run about one-half the sale price in the Dungeon Masters Guide. If a party
Spell
substitutions
Sometimes, cant 64,
66 DECEMBER 1983
be
notes
found. that
member wants to buy an item back, he will,
material The
spell
Players
Substitute
components Handbook,
materials
of course, be charged full price. pg.
might
At
the
Dungeon
Masters
discretion,
magic shops may have a few select
be allowed. This is up to your Dungeon
enchanted
Master. It should be noted that such substi-
These can either be generated randomly,
tutions could affect spell range, duration,
using the tables on pp. 121-125 of the
items,
scrolls,
etc.,
for
sale.
DMG, or selected by the DM. As always,
The magic shop is located in a medium-
180 gp. He grumbles at paying the higher
the DM should not allow a randomly gener-
sized town (-10%), and is run by a 3rd level
ated result to allow an item of too great
magic-user
power into the partys hands.
level spell, so the base chance to have the
phantasmal
most
each
Using
the
system
(no
rare
adjustment).
item
Sleep
(Uncommon,
is
a
-10%)
first-
is
80%.
price,
but
likes
the
odor-proof
containers.
The third item on his list, fleece for the force
casting.
spell,
would
Outrageous,
cost
what
30
gp
for
these
magic dealers get away with, Greycloak
Greycloak rolls less than 80% ten times, and receives ten packets of fine sand and/or
mutters. He visits the local fuller, which is
preparing for a several-week expedition to
rose petals in a waterproof box, for which
90% likely to sell fleece, a Common item.
defeat the evil wizard Ashlock, who inhabits
he pays 100 gp.
Greycloak, a 5th level magic-user, is
an old, evil dungeon in the mountains.
The
on
Greycloaks
list
second-level spell with Uncommon compo-
book
nents.
magic and
with
missile,
sleep,
phantasmal
Fortunately,
the
stinking (1000
force
charm
spells
charm cloud,
gp
person,
to
person, forget,
inscribe).
magic
missile,
ingredients
Again,
there
for
shopping
Because he must travel light, he has
gp)
the
He buys a pound of fleece for 1 gp, and
item
obtained and prepared a travelling spell (500
is
next
is
stinking
an
80%
a
cloud,
chance
that
spends another gold piece to have his purchase wrapped. Finally, all the preparation is complete. His horse has been groomed and fed by
the components will be in stock, but this
stableboys, his dagger sharpened, all his
time Greycloak rolls an 85% on his fifth
magic items carefully checked and ready for
roll, meaning that he can only buy four sets
use. Now for a good nights sleep, Grey-
of components here, for a price of 20 gp
cloak says to himself, and yawns. And on
each,
or
the
Handbook and the tables in this article,
aged
tightly,
Greycloak makes the following list:
the party made me stay twenty feet down-
and
have
forget
no
material
components.
Using the spell descriptions in the Players
Sleep:
a
pinch
of
fine
sand
(Uncom-
mon; 1 gp/oz.), rose petals (Common; 2
80
gp.
Make
sure
Greycloak
theyre
growls.
pack-
Last
morrow,
the
adventure
begins!
time
wind!
Conclusion I hope this information will allow the
Because he still needs six rotten eggs (or
more active use of material spell component
sp/ea.), or a live cricket (Uncommon; 1
skunk cabbage leaves), he decides to visit
rules in your campaign. Properly used,
gp/ea.)
the local alchemist. He could, of course,
material spell components add to the
visit a farm or a food dealer, but he wants to
romance and realism of magic use, and
Stinking
cloud:
a
rotten
egg
(Uncom-
mon; 1 cp/ea.) or several skunk cabbage
make sure that the ingredients are pre-
leaves
packaged.
(Uncommon;
Phantasmal (Common;
1
force:
1 a
gp/cabbage). bit
of
fleece
gp/lb.)
Greycloak has paid 500 gp to the local
There
is
a
base
40%
chance
somewhat restrict the power of spell casters. that
They also provide an interesting method of
the local alchemist will sell material spell
siphoning off excess cash, and ways for a
components;
clever party to obtain extra gold pieces.
the
roll
is
successful.
The
chance of the items being in stock is 100%
magicians guild in dues to use the guilds
(base)
-20%
(alchemist)
private magic shop. In order to make sure
town)
-10%
(Uncommon
This
time,
-10%
(medium
component)
Greycloak
succeeds
= in
And, by giving people a reason to visit more stores and shops in your favorite city or town, they will meet more non-player characters,
hear
more
rumors,
and
become
he has ample supplies for the upcoming
60%.
adventure, he wants to buy ten sets of
making six rolls, and finishes his purchase
more involved in the day-to-day life of your
ingredients for each spell.
for a price of 15 gp/level x 2 levels x 6 sets =
world.