Spell Components

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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

(Editor’s

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-druid’s

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 item’s 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 day’s 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 item’s 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,

Bull’s

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

Fool’s 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;

Ram’s

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. (Editor’s 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

Mordenkainen’s

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

Mordenkainen‘s

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

Bigby’s

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,

Leomund’s

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. Mordenkainen’s

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

Rary’s

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

Bigby’s

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 caster’s 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

Leomund’s

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

Mordenkainen’s

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, can’t 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

Master’s

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 party’s 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

Greycloak’s

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 night’s 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

they’re

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%

magician’s guild in dues to use the guild’s

(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.

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