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written by Philip Reed

illustrated by Christopher Shy

Requires the use of the Dungeons and


Dragons® Player’s Handbook, Third Edition,
Published by Wizards of the Coast.®
101 Divine Spell Components

101 Divine Spell Components


Written by Philip Reed
Illustrated by Christopher Shy
Contents
INTRODUCTION .................................................................3
THE COMPONENTS ...........................................................5
Air............................................................................................5
Animal .....................................................................................5
Chaos .......................................................................................6
Death........................................................................................8
Destruction.............................................................................11
Earth.......................................................................................12
Evil.........................................................................................12
Several PDF products are available from Fire.........................................................................................16
www.rpgnow.com, www.roninarts.com, or Good ......................................................................................18
www.philipjreed.com. Healing...................................................................................19
Knowledge.............................................................................21
For limited edition print products, visit Law ........................................................................................21
Luck .......................................................................................22
www.philipjreed.com.
Magic .....................................................................................23
Miscellaneous ........................................................................24
For art prints by Christopher Shy, Plant .......................................................................................27
visit www.studioronin.com. Protection...............................................................................28
Strength..................................................................................29
Sun .........................................................................................29
101 Divine Spell Components is copyright © 2003 Philip Reed. Cover and interior artwork
copyright © 2003 Christopher Shy, All Rights Reserved. Used with permission.. All text in Travel .....................................................................................31
this PDF is designated as open game content. You may not distribute this PDF without per- Trickery..................................................................................31
mission of the author. War.........................................................................................32
Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards Water......................................................................................32
of the Coast and are used with permission. OGL ......................................................................................33

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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

Component Type: Supplementary spell components are verbal,


material, or somantic. While some feats, such as Still Spell, may allow
DIVINE.ARCANE.WHO CARES? spells to be cast without using the necessary components these feats
The DM may rule that the components in this PDF and those in do not affect spells cast when using supplementary spell components.
101 Arcane Spell Components may be used by any spellcaster, Knowledge (Religion) DC: Not all spellcasters know of the
regardless of whether he is a divine or arcane spellcaster. This is cer- secrets of each supplementary spell component. This DC is the num-
tainly a simple way to approach the situation and will greatly expand ber that must be surpassed (or equaled) for a caster to know the
the components available to both types of spellcasters. specifics of this supplementary component. Using this knowledge in
Would doing this break anything? Not really. But it would game can be difficult and DMs should encourage roleplaying.
detract from the flavor of some of the spell components. A better Weight: The weight of the component.
way to approach the situation is for the DM to write different effects Value: What the component is worth in an appropriate shop. DMs
for each component depending on whether the caster is divine or should not make these components readily available but should,
arcane. Several items already have two options that could be used as instead, force PC spellcasters to personally locate and claim the indi-
a guideline for such a project. This would be a massive task and vidual components. The search for almost any of these components
should not be attempted by DMs who are pressed for time. could be used as the backdrop for an adventure.

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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

Casting Time Modifier: +1 round.


Component Type: M.
Knowledge (Religion) DC: 22.
Weight: 5 lbs.
Value: 650 gp.

Suffered Damage from a Lawful Character or


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

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

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101 Divine Spell Components

Effect: The target of any spell this supplementary component is aug-


DEATH DOMAIN mented by must succeed a Will save (DC 15+spell level) or temporarily
Breeam lose 3d4 Constitution. No other components may be used in conjunction
with this one.
Description: This tough plant has straight stalks adorned with bright
Negative Side Effect: The caster suffers 2d6 points of damage and
yellow flowers. The seeds of the plant pop when it is ripe. Used in foods
the spell is lost without having any effect.
as an herb and a component in many spells, it is its use as a supplemen-
Casting Time Modifier: +5 rounds.
tary component where breeam becomes truly useful. The seeds, when
ground into a fine powder, may be used by divine spellcasters. Component Type: M.
Effect: Upon casting a thick cloud of smoke bursts forth, centered on Knowledge (Religion) DC: 18.
the caster. This cloud turns all Weight: <1 lb.
undead within 20 feet as if the caster Value: None.
were a 10th level cleric. Any living
creatures caught within the cloud, Flesh of a Flayed Man
C ONSUMED including the spellcaster, must suc- Description: The flayed man is a rare form of undead, a spell-using
C
IN ASTING ceed a Fortitude check (DC 15) or
suffer 2d6 points of damage. The
creature that can only be created from the body of a dead necromancer. A
flayed man is without skin since the process of their creation requires that
All supplementary spell effect of this spell component may all of their skin be removed. The meaty flesh of the creature, when prop-
components are instantly con- not be combined with other compo- erly harvested, may be used as a supplementary spell component. The
sumed when used in casting. nents or damage modifiers. flesh of these foul creatures will function properly as a spell component
GMs may choose to allow some for 1d4+1 weeks. After that time the material is garbage.
Casting Time Modifier: None.
components to be used multiple To properly harvest the flesh of a flayed man required a Knowledge
times, treating them more as a Component Type: M.
Knowledge (Religion) DC: 16. (Arcana) or Spellcraft check (DC 20).
divine focus than a component.
Weight: <1 lb. Effect: Upon casting a successful Spellcraft check must be made
Some components that could (DC 15+spell level). If the check is successful the caster permanently
be used as a focus item include Value: 5 sp.
loses 1d6 points of Constitution but gains the ability to fire a blast of neg-
the paladin’s shield, the tools of ative energy once per day. This blast deals 1d6 hp of damage per level of
a bone delver, and the wizard’s
Dirt from a Grave
the caster (maximum 10d6). The effect of this spell component may not
spellbook. Description: A handful of dirt
be combined with other components or damage modifiers.
If some of the components in taken from a grave must be no more
than 2 days removed from the grave Negative Side Effect: The spell being cast fails and the caster per-
this book are going to be treated manently loses 2d4 points of Constitution. The caster does not gain the
as focus items, the GM should or else it will not work in this way.
Additionally, the dirt must have been negative energy blast ability.
inform his players.
actually touching the body for at Casting Time Modifier: None.
least five years . . . mass gravesites Component Type: M.
work best. The body must be Knowledge (Religion) DC: 25
exhumed and dirt scraped away from Weight: 3 lbs.
the bones in order to get the handful of dirt that will work to provide the Value: 450 gp.
following effects. An average grave will provide five handfuls.

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101 Divine Spell Components

Hand of a Coffer Corpse Headstone


Description: Zombie-like in appearance, this bony hand ends in Description: The headstone of a grave may be used by evil-aligned
long, sharp claws. The hand of a coffer corpse, no matter how long it has spellcasters. The headstone must come from a grave no less than 10 years
been since the creature was destroyed, may be used as a supplementary old and the body must have been left undisturbed within the grave since
spell component by divine spellcasters. it was buried.
Effect: Upon casting a Spellcraft check (DC 15) must be made by the Effect: The target of any spell this supplementary component is aug-
spellcaster. On a successful check the spell takes place normally and the mented by must succeed a Will save (DC 15+spell level) or temporarily
hands of the caster twist and distort, becoming those of a coffer corpse. lose 1d8 Constitution. The caster must make a successful Spellcraft check
For six rounds the caster may make claw attacks like a coffer corpse (DC 15+spell level) or suffer temporary loss of 2d4 Constitution. No
(1d4+4 damage) including the Improved Grab and Death Grip abilities of other components may be used in conjunction with this one.
the creature (see box). The effect of this spell component may not be Negative Side Effect: The caster permanently loses 1d4 points of
combined with other components. Constitution.
Negative Side Effect: The power of the coffer corpse consumes the Casting Time Modifier: +5 rounds.
caster and he drops to the ground screaming in pain. After 1d4 rounds the Component Type: M.
screaming ends but the caster has become a coffer corpse. Knowledge (Religion) DC: 18.
Casting Time Modifier: None. Weight: 40 lbs.
Component Type: M. Value: 15 gp.
Knowledge (Religion) DC: 18
Weight: 3 lbs. Lost Half of Hit Points in One Round
Value: 130 gp. Description: A spellcaster who has suffered this much damage in a
single round comes closer to death and, possibly, can harness the power
of death to augment his death domain spells. This power must be used
within twenty rounds of suffering the damage.
Effect: Immediately after casting the spellcaster must make a
ABILITIES OF THE COFFER CORPSE Spellcraft check (DC 15+spell level). On a successful check the caster is
On successful use of the hand of a coffer corpse the caster gains charged with the power of death and, on his next successful touch attack,
the following abilities for six rounds. deals 1d6 points of damage per caster level. This must be used within 10
Improved Grab (Ex): To use this ability, the caster must hit an rounds or it is lost. The effect of this spell component may be combined
opponent of large size or smaller with both claw attacks. If he gets with other components or damage modifiers.
a hold, the caster uses his death grip. The caster has a grapple bonus Casting Time Modifier: +1 round.
of +5. Component Type: S.
Death Grip (Ex): The caster deals 1d4+4 points of damage per Knowledge (Religion) DC: 25.
round with a successful grapple check (grapple bonus +5) against a Weight: None.
Large or smaller creature. Because the caster grasps the victim’s
Value: None.
throat, a creature in his grasp cannot speak or cast spells with ver-
bal components.

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101 Divine Spell Components

Necromancer s Robes Casting Time Modifier: None.


Description: The robes of a divine or arcane necromancer can be a Component Type: M.
potent supplementary component for casters of the death domain. Only Knowledge (Religion) DC: 14
the robes of a spellcaster of 10th level or higher may be used as a sup- Weight: 2 lbs.
plementary spell component and the robes must have been worn for at Value: 35 gp.
least six months of game time.
Effect: A Spellcraft check (DC 20 + spell level) is required when Powdered Blood
casting a spell that is supplemented by the component. On a successful Description: Dried and crushed blood can be used to enhance the
check the spell is infused with negative energy that deals 2d6 points of power of death domain spells. This supplementary spell component is
damage to one target of the spell’s effect (caster’s choice). If the spell also used by necromancers and wizards to create ink for use in writing
does not affect an individual this negative energy is absorbed by the spell- scrolls.
caster and may be released as a negative energy blast (2d6 damage) at any Effect: A spellcaster who uses this component with any spell that
point in the next twenty rounds. No other components may be used in causes damage must make a Spellcraft check (DC 20+spell level). On a
conjunction with this one. successful check, the spell’s damage is increased by 1d8 points per level
Negative Side Effect: The robes are over-taken by the negative ener- of the caster (maximum of 10d8). This component may not be used with
gy and transform into an incorporeal undead creature that attacks the any other supplementary spell component.
caster. The DM will select any incorporeal undead of his choice (ghost is Casting Time Modifier: None.
recommended). Component Type: M.
Casting Time Modifier: +4 rounds. Knowledge (Religion) DC: 20
Component Type: M. Weight: <1 lb.
Knowledge (Religion) DC: 16. Value: 200 gp.
Weight: 2-4 lbs.
Value: Difficult to determine, GM’s judgment.
Spined Worm Larva
Description: These six-inch long worms, with long spiny horns over
Paw of a Ghoul Wolf each eye, will one day grow to become the frightening spined worm. In
Description: Ghoul wolves resemble normal wolves, save that their fur their larval form they are more nuisance than deadly beast. A dried out
is matted in places and torn away from their flesh in other places. To identi- spined worm larva may be used as a supplementary spell component.
fy the paw of a ghoul wolf without seeing the rest of the creature’s body Effect: If the caster makes a successful Spellcraft check (DC 20) all
requires a successful Knowledge (Nature) check (DC 16). For every 24-hour creatures affected by the spell suffer 1d6 points of acid damage. No other
period since the beast was slain there is a 10% chance that the mandible will components may be used in conjunction with this one.
have no effect when used in spellcasting (check after casting). Negative Side Effect: The spell casts normally. The spined worm
Effect: A spellcaster who uses this component with any spell that caus- larva bursts in the caster’s hands, inflicting 3d6 points of acid damage to
es damage must make a Spellcraft check (DC 10+spell level). On a success- him. A Reflex save (DC 15) reduces this damage to 1d6 points.
ful check the damage of the spell is increased by 3 points per level of the Casting Time Modifier: None.
spell plus 1 point per level of the caster. The effect of this spell component Component Type: M.
may not be combined with other components or damage modifiers. Knowledge (Religion) DC: 19.
Negative Side Effect: The caster slices himself on the claws of the Weight: <1 lb.
paw, suffering 2 points of damage and fouling the spell. Value: 50 gp.

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101 Divine Spell Components

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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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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Horns of a Glory Dragon


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

Pact With Evil


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

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Sacrifice a Level Suffered Damage from a Good Character or Creature


Description: An evil-aligned spellcaster (and only an evil spellcast- Description: A spellcaster who has suffered damage from a good-
er) may choose to forfeit a level of experience in the hopes of pleasing his aligned character or creature can channel that damage into an evil domain
dark god. There is a 60% chance that this sacrifice will be accepted and, spell. The divine spellcaster has six rounds after suffering such damage
only then, there is a 20% chance that the sacrifice will be rewarded as during which he may augment a spell. After that time the energy is lost.
detailed below. Effect: A spellcaster who uses this component with any spell must
Effect: The spellcaster permanently loses 1 level of experience. If the make a Spellcraft check (DC 10+spell level). On a successful check all
caster succeeds a Spellcraft check (DC 12+spell level) all variables of the variables of the spell are doubled. No other components may be used in
spell being cast when this sacrifice takes place are tripled. No other com- conjunction with this one.
ponents may be used in conjunction with this one. If the sacrifice is not Negative Side Effect: The caster suffers 1d6 points of damage and
accepted the spellcaster does not lose a level of experience. the spell cast has no effect.
Casting Time Modifier: +4 rounds. Casting Time Modifier: None.
Component Type: S. Component Type: S.
Knowledge (Religion) DC: 25. Knowledge (Religion) DC: 15.
Weight: None. Weight: None.
Value: None. Value: None.
Skin of an Adherer Victarium s Heart
Description: These creatures resemble mummies from a distance but Description: Victariums are among the fiercest warriors of the upper
are, in fact, twisted aberrations with skin that hangs in folds like the band- planes. They look like slender elven women with four arms, each holding a
ages of a mummy. This skin, when properly prepared, can be used to blade. Standing about 12 feet tall these are large, graceful warriors of the
empower evil domain spells. Once the skin has been removed from the heavens. Their hearts are a source of power for evil spellcasters and it is that
creature it must be placed in the hot sun for three weeks. After that time heart which drives many evil clerics to hunt down and slay victariums. The
it is ready for use and can be stored for up to one year without losing its heart of a victarium is useful as a supplementary spell component for up to a
special properties. year after it is removed from the celestial’s body.
Effect: When used as a supplementary spell component any visual Effect: A spellcaster who uses this component with any spell must make
effects of the spell take on a black, glue-like appearance. The spell exudes a Spellcraft check (DC 20+spell level). On a successful check the caster has
a sour smelling odor that remains with the caster (and target of the spell) perverted the heart’s power and consumed the righteous fury power of the
for weeks. On a successful Spellcraft check (DC 15) the target of the spell slain victarium. For six rounds the caster gains a +4 bonus to Strength and
is hit with the spell cast and the effects of web as if cast by a 10th level Constitution but suffers a –2 penalty to AC. No other components may be
spellcaster. No other components may be used in conjunction with this used in conjunction with this one.
one. Negative Side Effect: The good power of the victarium cancels the effect
Casting Time Modifier: +1 round. of the spell being cast and inflicts 2d10 points of damage to the caster.
Component Type: M. Casting Time Modifier: +2 rounds.
Knowledge (Religion DC: 18. Component Type: M.
Weight: 2 lbs. Knowledge (Religion) DC: 25.
Value: 45 gp. Weight: 17 lbs.
Value: 525 gp.

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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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Fire Slime s Remains Mage Coal


Description: A few ounces of a slain fire slime, when properly pre- Description: This gray rock is mined deep underground. When lit the
served, may be used as a supplementary spell component. To preserve a rock burns brightly for about twenty seconds before it is consumed com-
fire slime’s decaying waste requires a small vial or jar and a Knowledge pletely. While it makes a better arcane spell component it may be used by
(Arcana) check (DC 15). Each small vial or jar preserved takes 5 rounds divine spellcasters.
of time. If the remains of a fire slime are not preserved within 10 rounds Effect: A spellcaster who uses this component with any spell that
of the creature’s death it may never be used as a supplementary spell causes damage has that damage increased by 2 points. The effect of this
component. spell component may not be combined with other components or damage
Effect: Upon casting a Spellcraft check (DC 15) must be made. On modifiers.
a successful check the caster may select one target within 30 feet of him- Negative Side Effect: The mage coal bursts into flames, disrupting
self. That target instantly bursts into magical flame, suffering 1d8 points the spell being cast. The caster must succeed a Reflex save (DC 12) or
of damage. A Reflex save (DC 10) may be made by the target to avoid suffer 1d4 points of damage.
this effect. No other components may be used in conjunction with this Casting Time Modifier: +1 round.
one. Component Type: M.
Casting Time Modifier: None. Knowledge (Religion) DC: 11.
Component Type: M. Weight: <1 lb.
Knowledge (Religion) DC: 14. Value: 15 gp.
Weight: 1 lb.
Value: 45 gp.

Hooves of a Nightmare
Description: These powerful, flaming horses are evil monstrosities
from another place. When slain, if the divine spellcaster acts quickly, the
hooves of the beast can be hacked from its body (requires 2 rounds 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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Obsidian Shard GOOD DOMAIN


Description: A single shard of this black volcanic glass can be dead-
ly in the hands of a divine spellcaster. The destructive forces trapped with- Angel s Fury
in the glass enhance fire domain spells. Description: When a good-aligned character is slain in battle with evil
Effect: A spellcaster who uses this component with any spell that angels across the heavens grow angry, desiring to race to the mortal plane and
causes damage has that damage increased by 2d4 points per level of the destroy the evil creatures responsible. Their duties hold them in check but their
caster (no maximum). The effect of this spell component may not be com- anger burns into the land surrounding the death and can be harnessed for good.
bined with other components or damage modifiers. If the caster is within 10 feet of the slain character’s body within 10 rounds of
Casting Time Modifier: +1 round. death he may use this fury. This must be used immediately or it is lost.
Component Type: M. Effect: Any variables of a spell, when this component is used in casting,
Knowledge (Religion) DC: 15. are tripled. The effects of this component may be combined with other sup-
Weight: <1 lb. plementary spell components.
Value: 15 gp. Negative Side Effect: The angel’s fury tears through the caster, inflicting
5d6 points of damage.
Suffered Magical Fire Damage Casting Time Modifier: None.
Description: A spellcaster who has suffered damage from an arcane Component Type: S.
[Fire] spell or fire domain divine spell can turn that energy around and Knowledge (Religion) DC: 20.
apply it to his fire domain spell. A divine spellcaster has six rounds after Weight: None.
suffering such damage during which he may augment a spell. After that Value: None.
time the energy is lost.
Effect: A spellcaster who uses this component with any spell that Celestial s Feathers
causes damage must make a Spellcraft check (DC 14+spell level). On a Description: While not all celestials appear as “angels,” many of them
successful check the damage of the spell is increased by 1/2 the amount do. As with other winged creatures, the feathers of celestials drop from their
(round up) of damage he suffered from the spell that affected him. The wings during times of stress and conflict. A single feather may be used to
damage effects of the spell cast may be further augmented with other sup- enhance the power of a good domain spell. Feathers can be purchased on the
plementary spell components though no other aspect of the spell may be black market though they are difficult to find. The best place to locate a
affected by other supplementary spell components. celestial’s feather is either after a great battle or within the upper planes.
Negative Side Effect: The caster’s spell backfires and he suffers the Black marketeers have been known to higher powerful adventurers to lead
effects of the spell (which is augmented as if he had succeeded the them into the upper planes.
Spellcraft check). Effect: A spellcaster who uses this component with any spell that has a
Casting Time Modifier: None. duration must make a Spellcraft check (DC 10+spell level). On a successful
Component Type: S. check the duration of the spell is doubled. No other components may be used
Knowledge (Religion) DC: 18. in conjunction with this one.
Weight: None. Casting Time Modifier +2 rounds.
Value: None. Component Type: M.
Knowledge (Religion) DC: 16.
Weight: <1 lb.
Value: 250 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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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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Troll s Regenerative Gland Component Type: M.


Description: Few know that the regeneration abilities of the troll can Knowledge (Religion DC: 20
be linked to a set of organs hidden deep within the creature’s chest. Eight Weight: <1 lb.
of these “regenerative glands” grow around the heart of a troll, each one Value: 280 gp.
a constantly-pumping organ that fills the blood of the troll with a potent
bio-chemical. This chemical drives the regeneration of a troll and, if
removed, can be used during the casting of healing spells. A regenerative
LAW DOMAIN
gland has a 10% chance of regenerating a complete troll if left Capture a Law Breaker
unwatched. If the gland is investigated for ten minutes each day this can Description: Each time a divine spellcaster who worships a deity of
be stopped but any 48 hour period that passes without someone investi- law captures a law breaker he is granted a small magical bonus by his
gating the gland there is a 10% chance that a troll has regrown. These god. If the law breaker is turned over to the proper authorities the caster
glands can be used decades after the troll’s death. gains the below effect for any one spell cast within the next week. After
Effect: The variable effect of any healing domain spell is tripled. No that time the power has faded.
other components may be used in conjunction with this one. Effect: Three rounds after casting the spellcaster may fire a divine
Negative Side Effect: The target of the spell is killed instantly as if blast that deals 4d6 points of damage +2 points per character level. This
hit by power word, kill cast by a 20th level wizard. blast only harms those who do not worship the caster’s deity. No other
Casting Time Modifier: +2 rounds. components may be used in conjunction with this one.
Component Type: M. Casting Time Modifier: None.
Knowledge (Religion) DC: 20. Component Type: S.
Weight: 1 lb. Knowledge (Religion) DC: 22.
Value: 850 gp. Weight: None.
Value: None.
KNOWLEDGE DOMAIN Judge s Robes
Dead Bookworm Description: The robes of a deceased judge can be a powerful com-
Description: The bookworm is a 1-inch long worm that eats the ponent when used with law domain spells. Only the robes of a career
paper, wood, and leather that is used in the construction of most books. A judge function as described below when used as a spell component. (A
dead bookworm, when ground into a powder, makes a supplementary judge who worked for over 20 years in his profession.)
spell component that can be a powerful boon for the caster. Effect: The spellcaster must make a Spellcraft check (DC 10+spell
Unfortunately, properly using this component during spellcasting is not level). On a successful check, the spell is cast as if the caster were 1d6
an easy task. levels higher than he actually is. No other components may be used in
Effect: Upon casting the character must succeed a Spellcraft check conjunction with this one.
(DC 25 + spell level). On a successful check the caster’s Intelligence is Casting Time Modifier: +2 rounds.
permanently increased by 1 point. The spell functions normally. No other Component Type: M.
components may be used in conjunction with this one. Knowledge (Religion) DC: 12.
Negative Side Effect: The Intelligence score of the character is per- Weight: 2-4 lbs.
manently reduced by 2 points. Value: Varies, DMs choice.
Casting Time Modifier: +1 round.

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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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101 Divine Spell Components

Mastic as a supplementary spell component.


Description: This fern has light green leaves that grow in pairs along Effect: Upon casting the character must succeed a Spellcraft check
flexible stems. Crushed this plant is used in many arcane rituals and as a spell (DC 25 + spell level). On a successful check the duration of the spell is
component for a few different arcane spells. When boiled a thick, gel-like doubled and the caster is infused with the ability to cast one random spell
substance rises to the top. When cooled and separated this gel can be used to from the spellbook used (DM determination). For a period of weeks equal
enhance magic domain spells. to the level of the spell cast the caster may, once per day, cast this random
spell as a free action. No other components may be used in conjunction
Effect: A spellcaster who uses this component with any spell that causes
with this one.
damage must make a Spellcraft check (DC 12+spell level). On a successful
check the damage of the spell is increased by 1d6 points. No other compo- Negative Side Effect: The spell does not cast and the caster loses all
nents may be used in conjunction with this one. spell slots for the remainder of the day. In addition, the caster suffers 1d4
points of damage per level of the spell he was attempting to cast.
Casting Time Modifier: +2 rounds.
Casting Time Modifier: +2 rounds.
Component Type: M.
Component Type: M.
Knowledge (Religion) DC: 14
Knowledge (Religion) DC: 22
Weight: <1 lb.
Weight: Varies, usually 15 lbs..
Value: 2 gp.
Value: Varies, usually 100 gp..
Medusa s Snake Hair
Description: A single snake “hair” of a medusa. For every 24-hour peri- MISCELLANEOUS
od since the medusa was slain there is a 10% chance that the “hair” will have
no effect when used in spellcasting (check after casting). Example: A “hair” Circle of Believers
from a medusa killed 3 days earlier (72 hours) has a 30% chance of being Description: A group of five or more worshippers of the caster’s diety
worthless. After 10 days the “hair” is completely worthless. join hands with him as he chants the praises of his diety and calls for more
Effect: The Spell Resistance of any target(s) affected by the spell when power. The other members of the circle must chant the name of the diety
this component is used is reduced to 1/2. No other components may be used as the caster draws upon the power of their combined belief.
in conjunction with this one. Effect: Any somantic or material components of the spell being cast
Negative Side Effect: The snake comes to life suddenly, biting the caster are not required when the spell is cast in a circle of believers. Instead, the
and poisoning him (Fortitude save DC 14, initial damage 1d6 temporary caster needs only the believers and his chanting to cast the spell. At the end
Strength, secondary damage 2d6 temporary Strength). The snake then falls of casting the character must succeed a Spellcraft check (DC 20 + spell
dead. level). On a failed check the spell functions normally (though the soman-
Casting Time Modifier: +1 round. tic and material component requirements of the spell are still ignored). On
Component Type: M. a successful check all numerical values of the spell are multiplied by three
Knowledge (Religion) DC: 22. plus one per member of the circle over five. No other components may be
Weight: 4 lbs. used in conjunction with this one.
Value: 225 gp. Casting Time Modifier: +3 rounds.
Component Type: V.
Wizard s Spellbook Knowledge (Religion) DC: 25.
Description: Any common spellbook. The spellbook must be com- Weight: None.
plete and not missing any pages though damaged spellbooks will function Value: None.

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101 Divine Spell Components

Darkness Demon s Heart Casting Time Modifier: +5 rounds


Description: These ten foot tall demons are a powerful opponent in Component Type: S
combat but, when slain, their heart can be preserved and used as a supple- Knowledge (Arcana or Religion) DC: 15
mentary spell component. Preserving a darkness demon’s heart requires a Weight: None
Knowledge (Arcana) check (DC 12) and five hours of uninterrupted time. Value: None.
The heart of a darkness demon must be preserved within 24 hours of the
creature’s death or it is unusable as a supplementary spell component.
Effect: Upon casting, the spellcaster is charged with a minor form of the
darkness demon’s endless darkness ability. For a period of one year, once DRACONIC BLOODLINE
per day the caster may cast darkness as an innate ability (this is a free You are distantly descended from a dragon. Although you may
action). No other components may be used in conjunction with this one. show no outward signs of your draconic heritage, sorcery comes
Negative Side Effect: The caster is consumed by the demon’s heart. more easily to you than others.
Five rounds after casting magical darkness swallows the caster whole, Benefit: You may choose one energy descriptor (fire, acid, elec-
removing him from this plane of existence completely. The caster instantly tricity, or cold). You receive a +1 on all saves against attacks with
emerges within an alternate plane of existence that is overcome by magical this descriptor. In addition, Sorcerer is always a favored class for
darkness. Many demons and aberrations (all with darkvision and blind- you, in addition to the class granted by your race.
fighting) live within this dark plane. The caster’s survival is a matter of luck
Special: You may only take this feat as a 1st level character.
and the DM’s whim.
Casting Time Modifier: +2 rounds
Component Type: M.
Knowledge (Religion) DC: 20. Dried Reclaimer Beetle s Shell
Weight: 15 lbs. Description: These black-shelled beetles live in the underground
Value: 275 gp. where they collect dead organic material and waste in order to construct
their nests. Many underground cities are infested with the creatures. A
Draconic Ancestry
reclaimer beetle’s shell, when allowed to dry for a week, is useful as a
Description: Those with the blood of dragons coursing through their supplementary spell component.
veins are more powerful spellcasters than other mortals. Many sorcerers, Effect: Immediately after casting, the spellcaster is charged with the
it is well known, are the offspring of dragons. What is unknown is just spell insect plague, which he may cast as if he was a 20th level spell-
how many others in the world have a dragon as an ancient ancestor. caster. This spell must be cast within 10 rounds or it is lost. No other
Effect: A divine spellcaster with the Draconic Bloodline feat (see components may be used in conjunction with this one.
box) may, once per day, use his draconic ancestry to enhance the power Negative Side Effect: The spell casts normally and immediately the
of any arcane or divine spell. If the spell causes damage that damage is caster is in the center of insect plague as if cast by a 20th level caster.
improved by 1 point per level of the caster (maximum 20 points). If the
Casting Time Modifier: None.
spell has a range or duration that is doubled. Any other variable effect is
tripled. No other components may be used in conjunction with this one. Component Type: M.
Negative Side Effect: The spell does not cast but is lost. In addition, Knowledge (Religion) DC: 15.
the caster suffers 2d6 points of damage as his draconic blood begins to Weight: <1 lb.
boil, rebelling against the failed spell. Value: 26 gp.

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101 Divine Spell Components

Gears of a Watcher Scarab


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

Magebane
Description: This foul-smelling substance, when smeared across a
rock during a hot summer day, will slowly harden. After a complete 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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101 Divine Spell Components

Component Type: M. Knowledge (Religion) DC: 16.


Knowledge (Religion) DC: 15 Weight: 21 lbs.
Weight: <1 lb. Value: 315 gp.
Value: 5 gp.
SUN DOMAIN
STRENGTH DOMAIN Absorbing an Arcane [Light] Spell
Barbarian s Blood Description: A divine spellcaster of the sun domain can absorb the
Description: A few drops of blood from a barbarian can greatly power of an arcane [Light] spell and use that power to enhance his own
enhance the power of a divine spellcaster’s strength domain spells. This spells. Companions have been known to work together in order to chan-
blood must be fresh, taken from a living barbarian. If the blood was taken nel their magical powers into a more powerful spell. Any [Light] arcane
more than 10 rounds before it is used it is worthless as a supplementary spell cast within 100 feet of the divine spellcaster can be instantly
spell component and has no effect. absorbed and the absorbed energy reused. This energy must be used with-
Effect: Any variables of a spell, when this component is used in cast- in 10 rounds of being absorbed.
ing, are doubled if the caster succeeds a Spellcraft check (DC 10+spell Effect: As soon as an arcane [Light] spell is cast the divine spell-
level). No other components may be used in conjunction with this one. caster attempting to steal the power and the caster of the spell must both
Negative Side Effect: The caster immediately loses 2d10 hit points. roll 1d20 and add their Int bonus. If the divine caster’s roll is equal to or
If the barbarian is of the same alignment as the caster this effect takes greater than the arcane spellcaster’s roll then the divine spellcaster has
place even if the Spellcraft check does not result in a 1. absorbed the spell in question and it has no effect.
Casting Time Modifier: + number of rounds equal to the barbarian’s Now, once during the next ten rounds the divine spellcaster can
level. enhance a sun domain spell with this absorbed power. He mast make a
Component Type: M. Spellcraft check (DC 10 + spell level) and on a successful check all vari-
ables of his cast spell are doubled. No other components may be used in
Knowledge (Religion) DC: 20.
conjunction with this one.
Weight: None.
Casting Time Modifier: None.
Value: None.
Component Type: S.
Horn of a Minotaur Knowledge (Religion) DC: 22.
Description: A single horn from a minotaur. The age of the horn has Weight: None.
no affect on its use as a supplementary spell component. Value: None.
Effect: The spellcaster must make a Spellcraft check (DC 20). On a
successful check the caster gains a +2d4 enhancement bonus to Strength
Burning Torch
for a number of rounds equal to his caster level. No other components Description: A lit torch may be used as a supplementary spell com-
may be used in conjunction with this one. ponent.
Negative Side Effect: The caster permanently loses one point of Effect: The caster must succeed a Spellcraft check (DC 15). If suc-
Strength. cessful the flame from the torch is extinguished and is fired from the cast-
Casting Time Modifier: None. er’s fingertips (treat like flame arrow as if cast by a 10th level character).
Component Type: M. Negative Side Effect: The caster’s clothing is set on fire, dealing 1d4
points of damage for 2d6 rounds (or until it is extinguished).

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101 Divine Spell Components

Casting Time Modifier: +1 round. Component Type: M.


Component Type: S, M. Knowledge (Religion) DC: 15.
Knowledge (Religion) DC: 10. Weight: <1 lb.
Weight: <1 lb.. Value: 10 gp.
Value: 1 gp.
Flash Sphere
Cave Moth s Wings Description: These small glass globes are usually shattered to
Description: The cave moth lives deep underground and, when release a momentary flash of light. It is also possible for the sphere to be
exposed to light, goes into an insane rage attacking anything near it. used as a supplementary spell component.
Many adventurers have been slain by swarms of these harmless-looking Effect: Any variables of a spell, when this component is used in cast-
insects. The wings of a dead cave moth may be separated from its body ing, are doubled. If this component is used the usual material components
(Reflex check DC15) and used as a supplementary spell component. of the spell are not needed. The effects of this component may be com-
Effect: Upon casting a Spellcraft check (DC 5+spell level) must be bined with one other supplementary spell component.
made. On a successful check the caster gains the light rage ability of the Casting Time Modifier: +1 round.
cave moth for 1d6 rounds. During that time the caster’s Strength and Component Type: M.
Constitution gain a +4 enhancement bonus. No other components may be Knowledge (Religion) DC: 15.
used in conjunction with this one. Weight: 1 lb..
Casting Time Modifier: None. Value: 80 gp.

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Solar Eclipse Shoe of a Horse


Description: It is well known that a solar eclipse is a source of great Description: A common horseshoe, but only one from a horse that
power. How exactly to harness that power, on the other hand, is not well has traveled 60 miles or more while wearing the shoe.
known. During a solar eclipse a divine spellcaster may draw upon the power Effect: A spellcaster who uses this component with any spell with a
of the moment to power spells of the sun domain. Any single spellcaster duration must make a Spellcraft check (DC 12+spell level). On a suc-
may only use this supplementary spell component once per solar eclipse. cessful check the duration of the spell is doubled. The extended duration
Effect: When used as a spell component the spellcaster must make a effect of this component may not be combined with any other modifier to
Spellcraft check (DC 18+spell level). On a successful check the spell effects the spell’s duration. Components or modifiers that affect other aspects of
are determined as if the spellcaster was 4 levels higher than he actually is. the spell may be used.
On a failed check, there is still a 40% chance that the spell functions as if Casting Time Modifier: None.
cast by a spellcaster 1 level higher. This component may not be used with Component Type: M.
any other supplementary spell component. Knowledge (Religion) DC: 15.
Negative Side Effect: The caster has unknowingly cursed everyone in Weight: 1 lb.
the world. The deities of the sun prolong the eclipse as a punishment for
Value: 5 cp.
attempting to steal power from the beautiful event. The solar eclipse lasts for
a number of hours equal to the level of the spell being cast. The spell casts
successfully and is treated as if the spellcaster had actually succeeded the TRICKERY DOMAIN
required Spellcraft check.
Casting Time Modifier: None.
Jester s Hat
Component Type: V, S Description: These odd hats, adorned with bells, may be used as a
Knowledge (Religion DC: 25 supplementary spell component.
Weight: None. Effect: Any variables of a spell, when this component is used in cast-
ing, are doubled. If this component is used the usual material components
Value: None.
of the spell are not needed. The effects of this component may be com-
bined with other supplementary spell components.
TRAVEL DOMAIN Casting Time Modifier: None.
Component Type: M.
Bird s Wings
Knowledge (Religion) DC: 15.
Description: The wings of any common bird, when separated from its
Weight: 3 lbs.
body and preserved in alcohol, can be used as a supplementary spell com-
Value: 6 gp.
ponent to enhance the power of travel domain spells.
Effect: The spell is cast as if the caster were 2d6 levels higher than he
actually is. No other components may be used in conjunction with this one.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 12.
Weight <1 lb.
Value: 1 gp.

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101 Divine Spell Components

Effect: When used as a supplementary spell component, the caster


WAR DOMAIN must make a Spellcraft check at the time of casting (DC 15 + spell level).
Heat of Battle On a successful check, if the spell does not deal damage or summon crea-
tures, the spell is cast and does not use one of the caster’s spell slots. No
Description: During a major battle (twenty or more combatants other components may be used in conjunction with this one.
total) a divine spellcaster of the war domain finds that his spells are more
Casting Time Modifier: None
powerful.
Component Type: M
Effect: In any combat with twenty or more combatants all war
Knowledge (Religion DC: 18
domain spells cast by the character deal 1d6 points of damage to any indi-
vidual targeted or caught within the spell’s area of effect. This component Weight: Approximately 6 lbs.
may not be used with any other supplementary spell component. Value: None
Casting Time Modifier: None. Handful of Strangle Weed
Component Type: S.
Description: Looking much like seaweed, strangle weed is a large
Knowledge (Religion) DC: 25. plant that assaults others and drags them to their death beneath the water.
Weight: None. It is useful as a supplementary spell component but only if it has been
Value: None. kept in its native waters (a container with strangle weed and water
scooped from the plant’s original home works best). Only dead strangle
Long Sword weed works as described below.
Description: Any long sword that has tasted enemy blood may be Effect: This component may only be used with spells that target a
used as a supplementary spell component. If the long sword is magical it single individual. Upon casting a Spellcraft check (DC 15) must be suc-
functions as a divine focus item and is not consumed in casting. ceeded by the caster. On a successful check the handful of strangle weed
Effect: A spellcaster who uses this component with any spell that flys forth and wraps around the neck of the target. It is now a living stran-
causes damage has that damage increased by 1d4+1 points. The effect of gle weed that attacks the target for 1d4 rounds at which point it drops to
this spell component may not be combined with other components or the ground, dead again. If it lands in water there is a 10% chance that this
damage modifiers. same handful of strangle weed will grow into a living, full-size strangle
Casting Time Modifier: +1 round. weed in 1d20 rounds.
Component Type: M. On a failed check the spell behaves normally and the handful of
Knowledge (Religion) DC: 20. strangle weed is wasted.
Weight: 4 lbs. The effects of other supplementary spell components may be com-
Value: 15 gp (more if it’s a magical weapon). bined with the strangle weed effects.
Casting Time Modifier: None
WATER DOMAIN Component Type: M, S.
Knowledge (Religion DC: 14.
Fresh Water Weight: Approximately 2 lbs..
Description: A gallon of water recently taken from a flowing river or Value: 320 gp.
stream. The water must have been taken from the source no more than
one minute before use and, if not held in a blessed container, is worthless
as a supplementary spell component.

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101 Divine Spell Components

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.
Coast, Inc. and is Copyright 2000 Wizards of the Coast, 3.Offer and Acceptance: By Using the Open Game Contributor unless You have written permission from
Inc ("Wizards"). All Rights Reserved. Content You indicate Your acceptance of the terms of the Contributor to do so. Book of the Righteous, Copyright 2002, Aaron Loeb
this License.
1. Definitions: (a)"Contributors" means the copyright 12 Inability to Comply: If it is impossible for You to Coffer Corpse from the Tome of Horrors, Copyright
and/or trademark owners who have contributed Open 4. Grant and Consideration: In consideration for agree- comply with any of the terms of this License with 2002, Necormancer Games, Inc.; Author Scott Greene,
Game Content; (b)"Derivative Material" means copy- ing to use this License, the Contributors grant You a per- respect to some or all of the Open Game Content due to based on original material by Simon Eaton.
righted material including derivative works and transla- petual, worldwide, royalty-free, non-exclusive license statute, judicial order, or governmental regulation then
tions (including into other computer languages), pota- with the exact terms of this License to Use, the Open You may not Use any Open Game Material so affected. Dungeoncraft Copyright 2003, Fantasy Flight
tion, modification, correction, addition, extension, Game Content. Publishing, Inc.
upgrade, improvement, compilation, abridgment or 13 Termination: This License will terminate automati-
other form in which an existing work may be recast, 5.Representation of Authority to Contribute: If You are cally if You fail to comply with all terms herein and fail Open game content from Encyclopaedia Arcane:
transformed or adapted; (c) "Distribute" means to repro- contributing original material as Open Game Content, to cure such breach within 30 days of becoming aware Necromancy – Beyond the Grave copyright 2001,
duce, license, rent, lease, sell, broadcast, publicly dis- You represent that Your Contributions are Your original of the breach. All sublicenses shall survive the termina- Mongoose Publishing
play, transmit or otherwise distribute; (d)"Open Game creation and/or You have sufficient rights to grant the tion of this License.
Content" means the game mechanic and includes the rights conveyed by this License. Ghoul Wolf from the Tome of Horrors, Copyright 2002,
methods, procedures, processes and routines to the 14 Reformation: If any provision of this License is held Necormancer Games, Inc.; Authors Clark Peterson and
extent such content does not embody the Product 6.Notice of License Copyright: You must update the to be unenforceable, such provision shall be reformed Scott Greene.
Identity and is an enhancement over the prior art and COPYRIGHT NOTICE portion of this License to only to the extent necessary to make it enforceable.
any additional content clearly identified as Open Game include the exact text of the COPYRIGHT NOTICE of Legions of Hell, Copyright 2001, Green Ronin
Content by the Contributor, and means any work cov- any Open Game Content You are copying, modifying or 15 COPYRIGHT NOTICE Publishing; Author Chris Pramas
ered by this License, including translations and deriva- distributing, and You must add the title, the copyright Open Game License v 1.0 Copyright 2000, Wizards of
tive works under copyright law, but specifically date, and the copyright holder's name to the COPY- the Coast, Inc. Nilbog from the Tome of Horrors, Copyright 2002,
excludes Product Identity. (e) "Product Identity" means RIGHT NOTICE of any original Open Game Content System Reference Document Copyright 2000, Wizards Necormancer Games, Inc.; Author Scott Greene, based
product and product line names, logos and identifying you Distribute. of the Coast, Inc.; Authors Jonathan Tweet, Monte on original material by Roger Musson.
marks including trade dress; artifacts; creatures charac- Cook, Skip Williams, based on original material by E.
ters; stories, storylines, plots, thematic elements, dia- 7. Use of Product Identity: You agree not to Use any Gary Gygax and Dave Arneson. Rot Grub from the Tome of Horrors, Copyright 2002,
logue, incidents, language, artwork, symbols, designs, Product Identity, including as an indication as to com- Necormancer Games, Inc.; Author Scott Greene and
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
and graphic, photographic and other visual or audio rep- pendent Agreement with the owner of each element of Philip Reed, www.philipjreed.com Gygax.
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
abilities or effects, logos, symbols, or graphic designs; licensed in another, independent Agreement with the Adherer from the Tome of Horrors, Copyright 2002,
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,
Product Identity, and which specifically excludes the not constitute a challenge to the ownership of that Shearer. based on original material by Gary Gygax.
Open Game Content; (f) "Trademark" means the logos, Product Identity. The owner of any Product Identity
names, mark, sign, motto, designs that are used by a used in Open Game Content shall retain all rights, title Aerial Servant from the Tome of Horrors, Copyright Unveiled Masters, Copyright 2003, Paradigm Concepts,
Contributor to identify itself or its products or the asso- and interest in and to that Product Identity. 2002, Necormancer Games, Inc.; Author Scott Greene Inc.
ciated products contributed to the Open Game License and Clark Peterson, based on original material by Gary
by the Contributor (g) "Use", "Used" or "Using" means 8. Identification: If you distribute Open Game Content Gygax. Wrath & Rage: A Guidebook to Orcs & Half-orcs, copy-
to use, Distribute, copy, edit, format, modify, translate You must clearly indicate which portions of the work right 2002, Green Ronin Publishing; Author Jim
and otherwise create Derivative Material of Open Game that you are distributing are Open Game Content. Alchemy & Herbalists Copyright 2002, Bastion Press, Bishop.
Content. (h) "You" or "Your" means the licensee in Inc.
terms of this agreement. 9. Updating the License: Wizards or its designated 'D20 System' and the 'D20 System' logo are Trademarks
Agents may publish updated versions of this License. Arcana: Societies of Magic, Copyright 2001, Kevin owned by Wizards of the Coast and are used according
2. The License: This License applies to any Open Game You may use any authorized version of this License to Brennan and James Maliszewski. to the terms of the D20 System License version 3.0. A
Content that contains a notice indicating that the Open copy, modify and distribute any Open Game Content copy of this License can be found at
Game Content may only be Used under and in terms of originally distributed under any version of this License. The Avatar’s Handbook, Copyright 2002, Green Ronin www.wizards.com/d20.
this License. You must affix such a notice to any Open Publishing; Authors Jesse Decker and Chris Thomasson
Game Content that you Use. No terms may be added to 10 Copy of this License: You MUST include a copy of
or subtracted from this License except as described by this License with every copy of the Open Game Content
the License itself. No other terms or conditions may be You Distribute.

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