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List of spell component costs (Note - this isn't formatted that well, and it doesn't have all components yet, but it should cover most of PHB stuff for now. If something is missing, or if you're having trouble finding something call for help)
- Spellcasting characters start with 5 doses of components for each spell they have memorized at character creation, +2 for every additional instance of the spell memorized above first. This does not apply to components costing over 10 gp.
- Spellcasting characters can select up to three other (different) spells they know - they get 5 doses of components for each of these. This does not apply to components costing over 10 gp.
- Spells above level 1, if somehow acquired at character creation don't benefit from above cost-free component doses.
- Mages get 1 component for Read Magic in addition of these.
- Clerics get wooden holy/unholy symbol in addition of these.
- If a cleric starts with Bless or Curse memorized he gets one vial of holy or unholy water (one of each if he has memorized both), regardless of number of instances of spell memorized. See PHB gear section for cost on holy/unholy water, see below for more info on holy/unholy water.
- Druids get mistletoe in addition of these.
- Each time wizard learns a new spell with component costing 10 gp or less, during level up he gets number of free doses of the component as shown in table below
Spell Doses
Level
1 5
2-3 4
4-5 3
6-7 2
8 1
9 0
Means of acquirement:
Auto - Searching for a minute or two finds a merchant with 1d20 doses (if cost is listed) or simply finds 1d20 doses
Field search (FS)- Common spell component search takes 1d6 turns and has a 75% chance of success, each turn beyond that allows for another check with cumulative +10% modifier
- Uncommon spell component search takes 3d6 turns and has a 50% chance of success, each turn beyond that allows for another check with cumulative +5% modifier
- Rare spell component search takes 1d4+1 hous and has a 25% chance of success, each turn beyond that allows for another check with cumulative +2% modifier
- Successful search produces 1d20 doses
Purchase in most towns and markets (TM)- Common spell components have a 80% chance of being found in a village, 90% chance in town, 100% chance in city or major city
- Uncommon spell components have a 50% chance of being found in a village, 60% chance in town, 70% chance in city and 80% chance in major city
- Rare spell components have a 20% chance of being found in a village, 30% chance in town, 40% chance in city, 50% chance in major city
- Successful search produces 1d20 doses
Special order from some sort of craftsman (SO)- Base as above but acquirement might depend on location and/or might take some time
- Each 20 doeses of spell components weights 1 lb
- Some components are perishable (marked with *) and as such have shelf life of about a week
- Components presented with cost listed are generally SO/Rare unless GM decides otherwise
- Water, holy and water, unholy from PHB gear section are good for 20 doses of the spell component.
Changes to spells:
- Fog Vision (MU 1, DR 1) has no M component
- Cloud of Pummeling Flies (MU 2) has no M component
- All Fireball, Sidewinder Factor X have Gum arabic as one of the spell components
- Grow (MU 3) has no M component
- Nondetection (MU 3) M component is "three pinches of Dust, diamond"
- Zargosa's Flaming Spheres of Torment (MU 3) M component is sulphur and the 1000 gp reusable tube
- Wall of Force (MU 5) M component is "50 pinches of Dust, diamond"
- Transmute Water to Dust/Transmute Dust to Water (MU 6) M component is "5 pinches of Dust, diamond"