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101 Divine Spell Components
Introduction
101 Arcane Spell Components was a lot of fun to write. As people con-
tinue to buy it I continue to hear “When will you release a PDF of divine spell
SUPPLEMENTARY SPELL COMPONENTS
components?” As you can no doubt tell, that question need no longer be As with 101 Arcane Spell Components, this PDF presents a new
asked. type of spell component known as supplementary. All of the spell
Inside the pages of this PDF you will find rules for supplementary spell components detailed in this chapter are considered to be “supplemen-
components for use by divine spell casters. The challenge in the writing of tary.” That is, they are not required to cast spells but are, instead, used
this PDF was to instill a sense of religious power into the components. On only to provide added damage, range, duration, or other effects to a
many I feel that I succeeded. On others I feel that I did not. But all are a wor- spell.
thy addition to the arsenal of any divine spellcaster. Unlike 101 Arcane Spell Components, the components presented
As with all new game rules these are not official or available for your in this PDF are divided into 22 categories that fit the cleric domains
favorite PC arcane spellcaster until the DM gives his approval. Since so many found in the Player’s Handbook plus a “miscellaneous” category of
of the effects described in this book can unbalance a campaign DMs are components that will work with any divine spell. The components
encouraged to carefully consider each one before allowing it. Even then, may only be used as presented here with spells that fall within the
some DMs may choose to modify the effects, values, or DCs of these com- necessary cleric domain.
ponents to better suit his own campaign. Example:
The information in this book is designed for the use of divine spellcast- All of the components presented in this PDF use the following for-
ers only. DMs, at their choosing, may open the use of some or all of these sup- mat:
plementary components to the arcane schools in their campaign world. Since
the concepts and material within this PDF were based on those found in 101
Name
Arcane Spell Components there are some similar supplementary spell com- Description: The description includes some basic visual informa-
ponents in these pages. Many are similar (or even identical) in name only, the tion and other assorted bits of knowledge.
actual game rules and effects being very different from their arcane counter- Effect: The effect, either an enhancement or possible side effect,
parts. Read carefully. of using the component when casting a spell. This effect may be com-
bined with the effects of metamagic feats.
Negative Side Effect: Some of the components, if the caster rolls
a 1 on the required spellcraft check to determine whether or not the
OPEN GAME CONTENT supplementary component affects the spell, have a negative effect that
All of the text in this PDF is presented as open game content. takes place instead of the desired one. In addition the spell cast does
You may use this content in your own work as long as you follow not take place though it is no longer prepared.
the terms of the license. The Open Game License is printed at the Casting Time Modifier: The amount of time that must be added
end of this book. to the Casting Time of the spell that is cast. Spells with a “1 action”
The layout, graphics, and illustrations presented in this book casting time are rounded up to a full-round action (plus this modifier)
are not open game content. You may not distribute this PDF with- when a supplementary spell component is used in casting.
out permission of the author.
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101 Divine Spell Components
The Components
AIR DOMAIN Natural Storm
Description: A natural storm, and not one created by any magical
A Strong Wind means. Storms that take place at night are more effective than those dur-
Description: Any wind of 20 miles per hour or greater can be the ing the day.
source of enhanced power for air domain spells. During such a strong Effect: The duration and range of a spell cast during a storm is dou-
wind the caster may attempt to draw upon the strength of the wind to bled if the caster succeeds a Spellcraft check (DC 20+spell level) when
charge any air domain spells. the spell is cast. The effect of this spell component may be combined with
Effect: With a successful Spellcraft check (DC 10 + level) the spell other components or damage modifiers.
is cast as if the caster were 1d4 levels higher in power than he actually is. Casting Time Modifier: None.
On a failed check the spell functions normally. This spell component may Component Type: S.
not be combined with other components. Knowledge (Religion) DC: 15.
Casting Time Modifier: None. Weight: None.
Component Type: S. Value: None.
Knowledge (Religion) DC: 15
Weight: None.
Value: None.
ANIMAL DOMAIN
Birth of an Animal
Death of an Aerial Servant
Description: If the caster witnesses the birth of an animal it empow-
Description: When one of these semi-intelligent creatures from the ers him with a small degree of magical power that can be released during
Elemental Plane of Air is destroyed on the material plane its death creates the casting of a spell. This power must be used within 30 days of wit-
an opportunity for those divine spellcasters of the air domain. nessing the animal’s birth.
Effect: Upon casting the caster must succeed a Spellcraft check (DC Effect: Any variables of a spell, when this component is used in cast-
20 + spell level). If successful the caster is able to revive the aerial ser- ing, are doubled. If this component is used the usual material components
vant, who becomes his to control for 2d4 rounds at which point it dies of the spell are not needed. The effects of this component may be com-
again (and cannot be used as a supplementary spell component the sec- bined with other supplementary spell components.
ond time it dies). No other components may be used in conjunction with
Casting Time Modifier: None.
this one.
Component Type: S.
Casting Time Modifier: +2 rounds.
Knowledge (Religion) DC: 10.
Component Type: S.
Weight: None.
Knowledge (Religion) DC: 22
Value: None.
Weight: None.
Value: None.
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101 Divine Spell Components
Cry of an Eagle Add 2 to the roll if a (perfect) black chaos gem is used. Components
or modifiers that affect other aspects of the spell may also be used.
Description: The piercing, majestic cry of an eagle can uplift the
spirits of any caster of the animal domain. This beautiful cry empowers Negative Side Effect: The gem absorbs the highest available spell
animal domain spells, making them more powerful. Within three rounds the caster has prepared. The caster permanently loses that spell slot and
of hearing the cry this power must be used or else it is lost. cannot regain the missing slot (not even a wish spell will undo this
effect).
Effect: A spellcaster who uses this component with any spell that has
a duration must make a Spellcraft check (DC 10+spell level). On a suc- Casting Time Modifier: +1d6 rounds.
cessful check the duration of the spell is doubled. The extended duration Component Type: M.
effect of this component may not be combined with any modifier to the Knowledge (Religion) DC: 22.
spell’s duration. Components or modifiers that affect other aspects of the Weight: <1 lb.
spell may be used. Value: 385 gp, 75 gp (flawed).
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 18.
Weight: None. ACQUIRING COMPONENTS
Value: None. Just hunting for many of these components could form the basis
for a series of adventures. GMs are encouraged to never just give the
CHAOS DOMAIN player characters free access to the components described in this
book. Although prices are listed, they are not there so that players
Chaos Gem can go on shopping sprees.
Description: A chaos gem is a rare gemstone found in the northern For GMs who wish to allow their players to purchase these sup-
mountains. It’s black or gray in color and some have light-colored speck- plementary spell components, see The Mad Merchant’s Shop of
les. A perfect, small chaos gem (like is required if it is to be used as a spell Curious Wares available at www.rpgnow.com. This is a free PDF
component) is difficult to find. Flawed chaos gems can be found but there that details a small shop. It would be an easy matter for the GM to
is a 75% chance that, when used in spellcasting, flawed gems will have offer these components for sale in that shop.
no affect on the spell.
Effect: The effect of a chaos gem when used as a spell component is
random. After casting the spell, if the caster succeeds a Spellcraft check
(DC 2d6+spell level) roll 1d6 and consult the following table: Flesh of a Chaos Beast
Roll Effect Description: Not only do arcane spellcasters use the gray, rubbery
1-3 None flesh of a chaos beast. If the flesh is slightly damp and fresh (no more
4 Duration of the spell is doubled than 24 hours old) a divine spellcaster may also draw on the powers of
5 Range of the spell is doubled these odd monsters.
6 Damage of the spell is doubled. Effect: Upon casting a Spellcraft check (DC 2d6+spell level) must be
7 All variables are doubled. made by the caster. On a successful check the caster is instantly granted
chaos hammer, which he may cast twice per day for 1d6 days. No other
8+ The caster instantly regains all spells that have already
components may be used in conjunction with this one.
been used that day.
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101 Divine Spell Components
Troll s Heart
Description: The heart of a troll, when left in the summer sun for two
weeks, grows hard and black. This hardened heart may be used by divine
spellcasters as a supplementary spell component.
Effect: A spellcaster who uses this component with any spell that
causes damage must make a Spellcraft check (DC 10+spell level). On a
successful check the damage of the spell is increased by 2 points per level
of the caster (maximum of 30 points). The effect of this spell component
may not be combined with other components.
Casting Time Modifier: +2 rounds.
Component Type: M.
Knowledge (Religion) DC: 16.
Weight: 6 lbs.
Value: 35 gp.
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Tools of a Bone Delver Effect: The next spell cast within ten rounds of dealing 20 or more
points of damage to a target in one round has all effects maximized (as per
Description: Undead monsters that were once grave robbers, the
the feat). This component may be combined with other supplementary
bone delvers are seen primarily near cemeteries and graveyards. When
spell components.
destroyed they leave behind the tools of their trade, a lantern and shovel,
which can be used to increase the power of death domain spells. Casting Time Modifier: None.
Effect: This component may only be used with spells that target an Component Type: S.
individual. The target of any spell augmented by this component first suf- Knowledge (Religion) DC: 12.
fers the effects of the spell. A grave then opens beneath the targets feet. Weight: None.
The target must make a Reflex save (DC 15) or fall into this 6 ft. deep Value: None.
grave. If the target fails the save he is stunned for one round. The effect
of this spell component may be combined with other components. Death of Others
Casting Time Modifier: None. Description: If an intelligent humanoid dies within 10 feet of the
Component Type: M. caster it is possible to harness that energy to power a destructive spell.
Knowledge (Religion) DC: 18 This may only be used within 30 seconds of the death.
Weight: 5 lbs. Effect: A spellcaster who uses this component with any spell that
causes damage has that damage increased by the maximum number of hit
Value: 6 gp.
points the dead humanoid had in life (maximum of 50 points). The effect
of this spell component may not be combined with other components or
DESTRUCTION DOMAIN damage modifiers.
Casting Time Modifier: None.
Battered Armor Component Type: S.
Description: Any suit of destroyed heavy armor, if 60% complete, Knowledge (Religion DC: 18.
can be used as a supplementary spell component.
Weight: None.
Effect: A spellcaster who uses this component with any spell that
Value: None.
causes inflicts 3d6 points of damage to all opponents within 20 feet of the
target of the spell. If the spell does not target a single individual the cast- Giant s Fist
er must select one of the creatures harmed by the spell; the chosen crea-
Description: A giant’s fist, when cut from its body, may be used as a
ture is the centerpoint for this added effect. The effect of this spell com-
supplementary spell component. The fist must be used within 24 hours of
ponent may be combined with other components.
being separated from the giant’s body or is it useless as a supplementary
Casting Time Modifier: +1 round. spell component.
Component Type: M. Effect: Upon casting the spellcaster must make a Spellcraft check
Knowledge (Religion) DC: 12. (DC 30). On a successful check the caster gains a +1d8 enhancement
Weight: Varies by type of armor. bonus to Strength for a number of rounds equal to his caster level + 2d6.
Value: Varies by type of armor. Casting Time Modifier: None.
Component Type: M.
Brutal Damage
Knowledge (Religion) DC: 15.
Description: If a caster deals 20 points of damage to a target in one
Weight: 18 lbs.
round (by weapon or magic) his deity smiles favorably upon him and
bestows the following effect. Value: 300 gp.
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101 Divine Spell Components
Iron Golem s Head Negative Side Effect: The spell has no effect and the damage inflict-
ed upon himself is permanent – the spellcaster’s hit point total is reduced
Description: The iron golem is one of the most powerful of the con-
by the amount rolled.
structs created by mortal wizards. The head of a destroyed iron golem
retains a small measure of the construct’s power. Casting Time Modifier: None.
Effect: If the caster succeeds a Spellcraft check (DC 10+spell level) Component Type: S.
there is a 60% chance that the caster will be infused with the magic Knowledge (Religion) DC: 18.
immunity of the destroyed iron golem. For 2d6 rounds the caster is Weight: None.
immune to all spells, spell-like abilities, and supernatural effects, except Value: None.
as follows. An electricity effect slows him (as the slow spell) for 3
rounds, with no saving throw. A fire effect breaks any slow effect and
cures 1 point of damage for every 3 points of damage caused by the fire.
EARTH DOMAIN
No other components may be used in conjunction with this one. A Small Pebble
Casting Time Modifier: None. Description: A common pebble found along the side of a trail or any-
Component Type: M. where else in nature. These plentiful stones are not all suitable as a supple-
Knowledge (Religion) DC: 22. mentary spell component. Any pebble, when found, has only a 2% chance
Weight: 25 lbs. of being pure enough to enhance earth domain spells.
Value: 190 gp. Effect: A spellcaster who uses this component with any spell with a
range must make a Spellcraft check (DC 15+spell level). On a successful
Personal Sacrifice check the range of the spell is increased as if the caster were 1d6 levels high-
Description: By cutting himself, a destruction domain spellcaster er than he actually is. The range extension effect of this component may not
can amplify the power of a spell with his own pain. Using a dagger or be combined with any other modifier to the spell’s range. Components or
other sharp instrument while casting the caster deals 1d4 points of dam- modifiers that affect other aspects of the spell may be used.
age to himself and gains Casting Time Modifier: None.
the following effect. Component Type: M.
Effect: A spellcaster Knowledge (Religion) DC: 20.
who uses this component
S UFFERED FROM ... with any spell that causes
Weight: None.
In 101 Arcane Spell Components Value: None.
damage must make a
the “components” that rely on the Spellcraft check (DC
spellcaster suffering a specific type of 5+spell level). On a suc- EVIL DOMAIN
damage affect only the character or cessful check the damage
creature that inflicted the original of the spell is increased by Drow s Brain
damage on the spellcaster. 5 x the number of points Description: A fresh or magically preserved brain of a dark elf may
Divine spellcasters are not so lim- of damage the caster dealt be used as a supplementary spell component.
ited. They may use the power of these to himself. No other com- Effect: A spellcaster who uses this component with any spell that has
“components” against any opponent. ponents may be used in a duration must make a Spellcraft check (DC 10+spell level). On a suc-
conjunction with this one. cessful check the duration of the spell is doubled. No other components
may be used in conjunction with this one.
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101 Divine Spell Components
Negative Side Effect: The caster loses all prepared spells. Flaying Knife
Casting Time Modifier: +1 round. Description: These slender blades are too fragile for use in combat but
Component Type: M. they work perfectly for separating skin from a corpse.
Knowledge (Religion) DC: 20. Effect: Upon casting the target is instantly subjected to drain life (see
Weight: 6 lbs. box) as if cast by a 20th level spellcaster. If more than one target is affected
Value: 350 gp. by the spell the caster must select one within 20 feet of himself. No other
components may be used in conjunction with this one.
Negative Side Effect: The drain life side effect affects the caster and
not the target of his spell.
Casting Time Modifier: None.
DRAIN LIFE Component Type: M.
Necromancy Knowledge (Religion) DC: 15.
Level: Clr 6, Nec 6 Weight: <1 lb.
Component: V, S, M/DF Value: 3 gp.
Casting Time: 1 action Heart of a Metallic Dragon
Range: Touch Description: The heart of any one of these good-aligned dragons makes
Effect: Grant 1 negative level/3 levels a fabulous spell component for those evil divine spellcasters who manage to
Duration: Instantaneous either slay a dragon or purchase a dragon’s heart. The heart of a metallic
Saving Throw: Will negates dragon turns solid and metallic within three weeks of the dragon’s death. It
Spell Resistance: Yes is only in this metallic form that the heart has any value as a supplementary
This foul enchantment allows the spellcaster to wither and shriv- spell component.
el the soul of his opponents. To cast this spell, you expose both the Effect: Upon casting, a Spellcraft check (DC 20 + spell level) must be
target and yourself to negative energy. You both get a Will save to made by the caster. On a successful check, the spell is cast as if the caster
resist the spell effect. On a failed save, that character (whether the were ten levels higher than he actually is. Any other supplementary spell
caster or his target) gains one negative level for every three levels of component may be used alongside this one.
the caster. Negative Side Effect: The spell has no effect and is wasted. The spell-
Negative levels result in actual level loss 24 hours later unless caster is immediately branded with a visible mark upon his face that identi-
the character thus afflicted succeeds a Fort save. The DC for this fies him as an evil individual. This mark may never be removed, not even
Fort save differs depending on whether one is the caster or target of through magical means.
this spell. The target’s save DC is 10 + 1/2 your caster level + your Casting Time Modifier: +2 rounds.
Charisma bonus, while your save DC is 10 + 1/2 your caster level. Component Type: M.
In addition, you gain a bonus to your roll equal to your Charisma Knowledge (Religion) DC: 25.
modifier – thus, not only is your DC lower but you also gain a bonus Weight: Average of 45 lbs. The exact weight depends on the type and
to the actual roll. age of the dragon. DMs judgment is necessary.
Material Component: A rusty nail. Value: Depends on dragon type. 3d6 x 1000 in proper coinage is the
average value. Example: A silver dragon’s heart would be worth 3d6 x 1000
silver pieces. A gold dragon’s heart would be worth 3d6 x 1000 gold pieces.
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Young Child s Heart the caster. This is in addition to any affects of the spell and, if the spell tar-
gets an individual, this effect does not have to target the same individual.
Description: The heart of a child, still fresh (no more than 6 hours old),
who was of any good alignment. The heart can be from any intelligent Negative Side Effect: The captured flame burns the caster and the spell
humanoid child. is wasted, having no effect. The caster suffers 2d6 points of damage from the
flame.
Effect: All of the variable effects of a spell augmented with this spell
component are doubled. The effect of this spell component may not be com- Casting Time Modifier: None.
bined with the effects of other components. Component Type: S, M.
Negative Side Effect: The caster’s heart freezes, killing him instantly. Knowledge (Religion) DC: 22.
Casting Time Modifier: None. Weight: 15 lbs.
Component Type: M. Value: 900 gp (250 gp container, 650 gp flame).
Knowledge (Religion) DC: 18. Fire Flower
Weight: <1 lb.
Description: The Fire Flower grows along the banks of the eastern
Value: 35 gp. ocean. It’s a large, crimson-colored flower that is quite common in that
area of the world. The flower must be pressed and dried for six weeks to
FIRE DOMAIN be used as a divine supplementary spell component.
Effect: A spellcaster who uses this component with any spell that
Bones of a Magmin causes damage has that damage increased by 1d4 points per level of the
Description: The bone of a magmin may be used as a supplementary caster (maximum 20 points). The effect of this spell component may be
spell component. The age of the bone makes no difference. combined with other components or damage modifiers.
Effect: A spellcaster who uses this component with any spell that Casting Time Modifier: None.
causes damage has that damage increased by 2 points per level of the Component Type: M.
caster. The effect of this spell component may not be combined with other Knowledge (Religion) DC: 12.
components or damage modifiers. Weight: <1 lb.
Negative Side Effect: The caster’s spell backfires and affects him. Value: None (locally), 35 gp (outside of the area it grows naturally).
Casting Time Modifier None.
Component Type: M. Fire Giant s Head
Knowledge (Religion) DC: 20. Description: The head of a slain fire giant is a heavy, difficult to use sup-
Weight: 2 lbs. plementary spell component. Additionally the head must be used within three
Value: 75 gp. weeks of the giant’s death.
Effect: Three rounds after casting the divine caster is transformed into a
Fire Elemental s Flame fire giant. This is treated as the spell polymorph self as if cast by a 20th level
Description: Using a carefully constructed, magic container, a divine spellcaster. No other components may be used in conjunction with this one.
spellcaster may capture the flame of a fire elemental and use it to empower Casting Time Modifier: +2 rounds.
his fire domain spells. Capturing the flame requires a touch attack on the ele- Component Type: M.
mental. Knowledge (Religion) DC: 20.
Effect: Upon casting a Spellcraft check (DC 20) must be made. On a Weight: 30 lbs.
successful check the spell deals 2d10 damage to one target within ten feet of Value: 275 gp.
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Hooves of a Nightmare
Description: These powerful, flaming horses are evil monstrosities
from another place. When slain, if the divine spellcaster acts quickly, the
hooves of the beast can be hacked from its body (requires 2 rounds dur-
ing which time the character may take no other action). These hooves are
powerful supplementary components for those casting fire domain spells.
Effect: A spellcaster who uses this component with any spell that
causes damage has that damage increased by 6 points per level of the
caster (no maximum). The effect of this spell component may not be
combined with other components or damage modifiers.
Negative Side Effect: The caster’s spell backfires and affects him.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: 2 lbs.
Value: 300 gp.
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Pure Leaf Effect: A spellcaster who uses this component must make a
Spellcraft check (DC 10+spell level). On a successful check the spell is
Description: Pure Leaf is a root that grows in the eastern forests.
cast as if the caster were 10 levels higher than he actually is. No other
Dull brown in color, twisted and thin, Pure Leaf is used in shamanis-
components may be used in conjunction with this one.
tic healing rituals and as a supplementary spell component by some
arcane and divine spellcasters. Casting Time Modifier: None.
Effect: When used in spellcasting the caster may select any two Component Type: S.
variables of a good domain spell and make a Spellcraft check (DC 10). Knowledge (Religion) DC: 14.
On a successful check those variables are tripled. This component Weight: None.
may be used with any other supplementary spell components. Value: None.
Negative Side Effect: The caster’s intelligence and wisdom are
temporarily reduced by 2 points each. This lasts for 1d6 rounds. Symbol of an Evil Deity
Casting Time Modifier: None. Description: The symbol of an evil deity, when held to the heavens
Component Type: M. during spellcasting, explodes in a burst of energy that the good-aligned
divine spellcaster can use to augment a good domain spell. The holy
Knowledge (Religion) DC: 15.
symbol must have been taken from a dead evil divine spellcaster.
Weight: <1 lb.
Effect: The divine caster must succeed a Spellcraft check (DC 15 +
Value: None (locally), 10 gp (outside of the area it grows natural- spell level) when using an unholy symbol in his casting. On a failed
ly). check nothing happens (the spell is wasted). On a successful check the
Silver Tree Bark spell duration or range (caster’s choice) is doubled. No other components
may be used in conjunction with this one.
Description: A rare, giant tree that grows in the northern forests,
Negative Side Effect: The caster’s deity looks unfavorably upon this
the silver tree is a beautiful giant. A sliver of bark from such a tree is
use of an unholy symbol. Two rounds after a divine bolt from above that
a powerful supplementary spell component.
reduces him to 1d4 strikes casting the caster hit points instantaneously.
Effect: The save DC of spells enhanced by this component is
Casting Time Modifier: +2 rounds.
increased by 2d6. Components or modifiers that affect other aspects
of the spell may be used. Component Type: V, M.
Casting Time Modifier: None. Knowledge (Religion) DC: 22.
Component Type: M. Weight: 1 lb.
Knowledge (Religion) DC: 20. Value: 20 gp.
Weight: <1 lb.
Value: None (locally), 50 gp (outside of the area it grows natural- HEALING DOMAIN
ly).
Healing Potion
Suffered Evil Damage Description: It may seem unwise to use a healing potion as a supple-
Description: A good-aligned spellcaster who has suffered damage mentary spell component, especially when in the heat of battle and horri-
from an [Evil] arcane spell or evil domain divine spell can turn that ener- bly wounded. But in the hands of a powerful divine spellcaster the
gy around and apply it to his own good domain spell. A divine spellcast- potion’s power can greatly enhance the healing abilities of many divine
er has one hour after suffering such damage during which he may aug- spells.
ment a spell. After that time the energy is lost.
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101 Divine Spell Components
Effect: When cast the spell’s healing power is doubled and the heal- points but never more than twice his maximum. Once this effect wears
ing power of the potion is added to that total. Example: Cure Light off the character loses 2 hit points per round until back to his maximum
Wounds cast by a 5th level cleric, when using a potion of cure moderate level. No other components may be used in conjunction with this one.
wounds as a supplementary component, heals 2d8 +10 points of damage Casting Time Modifier: None.
for the spell and 2d8 points of damage for the potion. No other compo- Component Type: M.
nents may be used in conjunction with this one. Knowledge (Religion) DC: 25.
Casting Time Modifier: +1 round. Weight: <1 lb.
Component Type: M. Value: 75 gp.
Knowledge (Religion) DC: 16.
Weight: 1 lb. Soul Stone
Value: Varies. Description: Soul stones are small red gem-like rocks that can be found
deep beneath the mountains of the western lands. These are a valuable gem
Galangal used frequently in the construction of jewelry such as necklaces and crowns.
Description: These hollow stemmed plants are wrapped in green Soul stones give off a slight magical radiance and can be detected by detect
leaves and tipped with seed buds that rarely flower. When the seed bud is magic spells and abilities.
boiled and left to cool it creates a soupy substance that can be imbued by Effect: A soul stone, when used in casting, heals all characters and crea-
a caster. Drinking this substance improves the healing magics of the cast- tures within 20 feet of the caster, including the caster. Each is healed by 2d8
er for a period of 24 hours. points. No other components may be used in conjunction with this one.
Effect: After casting any healing domain spell the caster is charged Casting Time Modifier: None.
with an ability identical to the paladin’s lay on hands. This ability must Component Type: M.
be used within one hour of casting the spell or it is lost. No other com- Knowledge (Religion) DC: 18.
ponents may be used in conjunction with this one.
Weight: <1 lb.
Casting Time Modifier: None.
Value: 230 gp.
Component Type: M.
Knowledge (Religion) DC: 18. Tannis Leaf
Weight: <1 lb. Description: This exotic plant, used by necromancers and arcane wiz-
Value: 3 gp. ards in reanimation and soul-transferring magics, is quite rare. Divine
spellcasters may grind the leaves to create a course powder that enhances
Nilbog s Skin the power of healing spells.
Description: The nilbog is a goblin afflicted with a strange space- Effect: There is a 10% chance when this item is used as a supple-
time disease known as Nilbogism. The disease reverses the effects of mentary spell component that the spell cast will be cast as if the caster
damage so that attacks heal nilbogs. By using a half-pound of nilbog skin was 2d5 levels higher than he actually is. No other components may be
in casting, the caster can transfer Nilbogism to the target for a short peri- used in conjunction with this one.
od of time. Casting Time Modifier: None.
Effect: The recipient of the spell is inflicted with Nilbogism for a Component Type: M.
number of rounds equal to the caster’s level. During that time any attack Knowledge (Religion) DC: 12.
that would damage the infected character actually gains hit points equal
Weight: <1 lb.
to the damage dealt. The character may gain more than his maximum hit
Value: 1 gp.
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Suffered Damage from a Casting Time Modifier: Roll 1d6. On a roll of 1-3 none. 4-6 +1d4
Chaotic Character or Creature rounds..
Description: A lawful-aligned spellcaster who has suffered damage Component Type: M.
from a chaotic-aligned character or creature can instantly turn the linger- Knowledge (Religion) DC: 16.
ing effects of that damage into power that augments a law domain spell. Weight: <1 lb.
A divine spellcaster has ften rounds after suffering such damage during Value: 1 gp.
which he may augment a spell. After that time the ability is lost.
Effect: A spellcaster who uses this component with any law domain
Rogue s Luck
spell must make a Spellcraft check (DC 12+spell level). On a successful Description: If a divine spellcaster is within 10 feet of a rogue when
check the spell is cast as if the caster were 4d6 levels higher than he actu- he perfectly succeeds any action (player rolls a natural 20) the luck of the
ally is. No other components may be used in conjunction with this one. rogue is collected and savored by the spellcaster. This luck may be used
Casting Time Modifier: None. one time but must be used before 30 days have past or it is lost.
Component Type: S. Effect: If used with a spell that includes any random die rolls the
rolls are not made but, instead, assumed to be the maximum result possi-
Knowledge (Religion) DC: 16.
ble. There is a 50% chance that the spell cast is not lost but remains pre-
Weight: None.
pared even after taking effect. No other components may be used in con-
Value: None. junction with this one.
Casting Time Modifier: None.
LUCK DOMAIN Component Type: S.
Knowledge (Religion) DC: 16.
Pair of Dice
Weight: None.
Description: Any common pair of dice used by gamblers. Value: None.
Effect: The random variable elements of the spell are multiplied by
1d4 if the caster succeeds a Spellcraft check (DC 20). No other compo-
nents may be used in conjunction with this one.
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101 Divine Spell Components
remains in effect for a number of hours equal to the caster’s character level..
MAGIC DOMAIN No other components may be used in conjunction with this one.
Antimagic Ring Negative Side Effect: The spell takes effect normally but then the cast-
er’s Intelligence and Wisdom scores are each temporarily reduced by 8
Description: This valuable magic item, when used in spellcasting, is one
points. This reduction lasts for 24 hours.
of the most potent supplementary spell components a spellcaster will ever
Casting Time Modifier: +5 rounds.
encounter. It is a legendary event when one of these rings is used as a com-
ponent. Component Type: M.
Effect: Upon casting a wave of antimagic energy radiates from the cast- Knowledge (Religion) DC: 25.
er’s body, buffeting all objects, characters, and creatures within a twenty mile Weight: 1 lb.
radius. This functions like the antimagic field spell, disrupting magical Value: 150 gp.
effects and creatures in range of the event. This is instantaneous. No other
components may be used in conjunction with this one. Magic Scroll
Negative Side Effect: The caster dies, as if struck by power word, kill. Description: Any arcane scroll can be used to enhance the effects of a
Casting Time Modifier: +1 round. divine spell. Scrolls of high-level arcane spells provide greater strength.
Component Type: M. Effect: Any divine spell supplemented by an arcane scroll is cast as if
the divine spellcaster were a number of levels higher equal to the level of the
Knowledge (Religion DC: 35
spell on the scroll than he actually is. No other components may be used in
Weight: <1 lb. conjunction with this one.
Value: 118,000 gp. Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion DC: 20
Antimagic Ring Weight: 1 lb.
Value: Varies.
This ring is usually made from adamantine and is etched with an
array of magical sigils. On command, this ring allows its wearer to Magical Staff
cast antimagic field.
Description: Any magical staff. This functions as a focus item and is not
Caster Level: 11th; Prerequisites: Forge Ring, antimagic field; consumed in casting. This effect may be used no more than once per day.
Market Price: 118,000 gp; Weight: –.
Effect: A spellcaster who uses this component with any spell that causes
damage must make a Spellcraft check (DC 12+spell level). On a successful
check add 1 point of damage per 2,000 gp value of the staff (maximum of 20
points). No other components may be used in conjunction with this one.
Dragon s Eye Negative Side Effect: The staff is completely consumed in casting and
Description: The single eye of a dragon, when used within two days of the spell has no effect.
the dragon’s death, makes a powerful supplementary spell component. Casting Time Modifier: +2 rounds.
Magically preserved dragon’s eyes may function as described below (25%
Component Type: M.
chance of a preserved eye working).
Knowledge (Religion) DC: 25.
Effect: Upon casting a Spellcraft check (DC 15+spell level) must be made
Weight: 4 lbs.
by the caster. On a successful check the Intelligence and Wisdom scores of the
caster are each temporarily increased by 4 points. This temporary increases Value: Varies.
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Magebane
Description: This foul-smelling substance, when smeared across a
rock during a hot summer day, will slowly harden. After a complete sum-
mer of sitting in the sun it can be chipped from the rock and broken into
small pieces, each of which may be used as a supplementary spell com-
ponent. The smell of the hardened substance, while still offensive, can be
tolerated.
Effect: Within 10 rounds of casting the caster may target an area
within 20 feet of his location (as a free action). The targeted location, and
everything within 10 feet of that location, is instantly overcome by a nox-
ious cloud. All creatures within the affected area suffer a –4 circumstance
penalty on Concentration checks, and all spells cast within the spell have
a casting time modifier of +1 round. The cloud dissipates after 1d4
rounds. No other components may be used in conjunction with this one.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 16.
Weight: <1 lb.
Value: 180 gp.
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101 Divine Spell Components
Powder Made of a Rot Grub points when cast within the spellcaster’s church. Additionally, if the caster
succeeds a Spellcraft check (DC 15 + spell level) the spell is not lost when
Description: These diminutive vermin, when crushed to a fine pow-
cast and can be cast again. No other components may be used in conjunction
der, can be used to inflict a deadly side effect on targets of divine spells.
with this one.
It takes a dozen rot grubs ground together to create enough powder to act
as a supplementary spell component. Casting Time Modifier: + number of rounds equal to the spell’s level.
Effect: Upon casting a Spellcraft check (DC 15) must be made. If the Component Type: V.
check is successful the target of the spell temporarily loses 2d6 points of Knowledge (Religion) DC: 12.
Constitution. If the spell affects more than one target each suffers one Weight: None.
point of temporary Constitution damage. No other components may be Value: None.
used in conjunction with this one.
Casting Time Modifier: +2 rounds.
Negative Side Effect: The caster’s Constitution is temporarily
PLANT DOMAIN
reduced by 3d6 points. Aletris
Component Type: M. Description: This plant has triangular fan-shaped leaves and clusters
Knowledge (Religion) DC: 20. of pale blue-violet flowers. It’s traditionally used as a component by
Weight: <1 lb. arcane spellcasters and an incense by many religious organizations. Just a
Value: 50 gp. single leaf of the plant, when used in the casting of plant domain spells,
can create marvelous effects.
Religious Tome Effect: The round after casting obscuring mist, as if cast by a tenth
Description: A bible or other religious book of the caster’s deity, when level spellcaster, is automatically centered on the target of the previous
read, can enhance the effect of any divine spell. Using the book in this way spell (if there was no single target the spellcaster may pick a centerpoint).
destroys a single page and not the entire book. No other components may be used in conjunction with this one.
Effect: Upon casting a Spellcraft check (DC 15 + spell level) must be Casting Time Modifier: +1 round.
made. On a successful check the spell cast is not lost (remains prepared). No Component Type: M.
other components may be used in conjunction with this one. Knowledge (Religion) DC: 15.
Casting Time Modifier: +20 rounds. Weight: <1 lb.
Component Type: M. Value: 2 gp.
Knowledge (Religion) DC: 20.
Weight: Varies. Cloth of Gold
Value: Varies. Description: This rare plant has a tough stalk that’s gold and green in
color and is wrapped in thick leaves. A six-petaled star-shaped flower gold and
Sacred Ground white in color decorates the end of the stalk. A leaf from one of these flowers,
Description: Casting within the church or other sacred location of a when pressed and dried, functions as a supplementary spell component.
divine spellcaster’s deity can greatly improve the effects of a spell. This is Effect: Upon casting a Spellcraft check (DC 15) must be made. On a suc-
why so many clerics choose to use their healing spells within the confines of cessful check the caster gains speak with animals as a natural ability that may
their church. be used once a day for 30 days. ). No other components may be used in con-
Effect: Any variables of a spell, when this component is used in casting, junction with this one.
are doubled. Example: A spell that normally heals 1d6 points now heals 2d6 Casting Time Modifier: None.
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101 Divine Spell Components
Component Type: M. good luck and to protect an individual from evil. The berries, when cut from
Knowledge (Religion) DC: 25. the plant, can be used to create a thick juice-like syrup that enhances the
Weight: <1 lb. power of protective domain spells.
Value: 5 gp. Effect: Any protective spells cast with this component has all variables
doubled except for duration; duration is multiplied by 1d4+1. No other com-
Magirose ponents may be used in conjunction with this one.
Description: These magically-created roses are jet black in color with Casting Time Modifier: +1 round.
deep blue flowers specked with white. They are often called starlit roses. Component Type: M.
Druids and other divine spellcasters use them in the casting of plant domain Knowledge (Religion) DC: 10.
spells. Weight: <1 lb.
Effect: Upon casting a plant elemental is summoned as if the caster had Value: 1 gp.
cast summon monster iii. No other components may be used in conjunction
with this one. Paladin s Shield
Casting Time Modifier: None. Description: The shield of a paladin who was slain while fighting
Component Type: M. evil creatures is infused with holy power. Good-aligned divine spellcast-
Knowledge (Religion) DC: 12. ers can use this trapped power to augment any protection domain spell.
Weight: <1 lb. Effect: Upon casting the spell cast is lost but has no effect. Instead,
Value: 15 gp. antimagic field – as if cast by a 20th level caster – is cast. Also, the cast-
er’s hit points are fully recharged. This component may not be used with
Spear of Wood any other supplementary spell component.
Description: A wooden spear, when carefully crafted using nothing Casting Time Modifier: Casting time is reduced to a free action.
but natural tools, can be used by divine spellcasters to enhance the power Component Type: V, M.
of their plant domain spells. Knowledge (Religion DC: 25
Effect: The spellcaster must make a Spellcraft check (DC 10+spell Weight: Varies by size of shield.
level). On a successful check, the spell is cast as if the caster were 2d4 Value: Varies by size of shield.
levels higher than he actually is. No other components may be used in
conjunction with this one. Tamarisk
Casting Time Modifier: None. Description: Tamarisk grows on straight hollow stems that stand
Component Type: M. close to three feet. The plant is topped with small branches that are cov-
Knowledge (Religion) DC: 16. ered with gold flowers during the summer months. When crushed into a
Weight: 5 lbs. fine powder, tamarisk may be used by divine spellcasters as a supple-
Value: 2 gp. mentary spell component.
Effect: If used during that casting of a spell that is targeting reptilian
creatures (including dragons), a Spellcraft check (DC 5 + CR of creature
PROTECTION DOMAIN being targeted) must be made. On a successful check the duration of the
spell is doubled. The duration and other areas of this spell may be further
Holly Berries
modified by other supplementary spell components.
Description: Holly has wax-like leaves and red or white berries. This Casting Time Modifier: None.
plant is sacred and has many uses for those who believe in its power to bring
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OPEN GAME LICENSE Version 1.0a applied to any Open Game Content distributed using Bookworm from the Tome of Horrors, Copyright 2002,
this License. 11. Use of Contributor Credits: You may not market or Necormancer Games, Inc.; Author Scott Greene, based
The following text is the property of Wizards of the advertise the Open Game Content using the name of any on original material by Gary Gygax.
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depictions, likenesses, formats, poses, concepts, themes patibility, except as expressly licensed in another, inde- 101 Arcane Spell Components Copyright 2002, 2003 Clark Peterson, based on original material by Gary
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resentations; names and descriptions of characters, that Product Identity. You agree not to indicate compat-
spells, enchantments, personalities, teams, personas, ibility or co-adaptability with any Trademark or 101 Divine Spell Components Copyright 2003 Philip Secret College of Necromancy, Copyright 2002, Green
likenesses and special abilities; places, locations, envi- Registered Trademark in conjunction with a work con- Reed, www.philipjreed.com Ronin Publishing; Authors David “Zeb” Cook and
ronments, creatures, equipment, magical or supernatural taining Open Game Content except as expressly Wolfgang Baur
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and any other trademark or registered trademark clearly owner of such Trademark or Registered Trademark. The Necormancer Games, Inc.; Author Scott Greene and Strangle Weed from the Tome of Horrors, Copyright
identified as Product identity by the owner of the use of any Product Identity in Open Game Content does Clark Peterson, based on original material by Guy 2002, Necormancer Games, Inc.; Author Scott Greene,
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