Spell Components

Spell Components (Optional Rule)
When your character casts a spell, it is assumed that he is doing
something to activate that spell. He may utter a few words, wave his
hand around a couple of times, wiggle his toes, swallow a live spider,
etc. But, under the standard rules, you don't have to know exactly what
he does to activate the spell. Some of this can be answered if your DM
uses the rules for spell components.
The actions required to cast a spell are divided into three groups:
verbal, somatic (gestures), and material. Each spell description (found
in Appendices 3 and 4) lists what combination of these components is
needed to cast a spell. Verbal components require the caster to speak
clearly (not be silenced in any way); somatic components require free
gestures (thus, the caster cannot be bound or held); material components
 must be tossed, dropped, burned, eaten, broken, or whatever for the
spell to work. While there is no specific description of the words and
gestures that must be performed, the material components are listed in
the spell descriptions. Some of these are common and easy to obtain.
Others represent items of great value or scarcity. Whatever the
component, it is automatically destroyed or lost when the spell is cast,
 unless the spell description specifically notes otherwise.
If the spell components optional rule is used in your campaign, your
wizard or priest must have these items to cast the spell. Without them,
he is helpless, even if the spell is memorized. For simplicity of play,
it is best to assume that any spellcaster with any sense has a supply of
 the common items he is likely to need—wax, feathers, paint, sand,
sticks, and fluff, for example. For expensive and rare items, it is
perfectly proper for your DM to insist that special efforts be made to
obtain these items. After all, you simply cannot assume your character
has a valuable pearl handy whenever he needs one!
The three different aspects of spell components also change the
conditions under which your character can cast his spells. No longer
does he need to be able to speak, move, and use some item. He only needs
 to fulfill the required components. Thus, a spell with only a verbal
component could be used by a naked, bound spellcaster. One requiring
only gestures could be cast even within the radius of a silence spell.
Most spells require a combination of components, but clever spellcasters
 often create new spells that need only a word or a gesture, enabling
them to take their enemies by surprise.

• All the components must be used at the same time. One cannot introduce one late.
• The markup on material spell components is very high, even up to 1000%
 percent. The sale price is either 10 times the sum of the costs of the
component, or 10 gp per level of the spell, whichever is higher.
• Items purchased in a magic store are pre-packaged and ready for
immediate use. They are provided in a leather pouch, iron or glass
flask, or small box as appropriate.
• Magic shop odds of having component:
Base chance to have component: 100%
Modifiers:
Subtract 10% for each spell level over 2nd;
Add 10% for each level of the shop propriator above 3rd;
Subtract 30% if the spell is of a different class than the proprietor;
Adjust by level of rarity;
Everyday: +30%
Common: 0%
Uncommon: -10%
Scarce: -20%
Rare: -40%
Very Rare: -60%
Extremely Rare: -80%
Adjust by size of town/city:
Major City (20,000+): +30%
Large City (10,000 to 19,999): +20%
Medium City (5,000 to 9,999): +10%
Large Town (3,000 to 4,999): 0%
Medium Town (2,000 to 2,999): -10%
Small Town (1,000 to 1,999): -20%
Village (500 to 999): -30%
Hamlet (100 to 499): -40%
Crossroads (Less than 100): -50%

All results of 100% or more mean that the desired items are available
 in unlimited supply. Totals between 01% to 99% require the appropriate
rolls for each base amount required. The first failed roll means that
the supply of the item is exhausted. If the adjusted total is 0% or
lower then the components are not available in any quantity.

Expedition Outfitters
The chance for such a store to have an arrangement to sell components is
 30% adjusted as above. There is a -30% that they will have the
component using the above charts. The price is 15 times the sum of the
costs of the component or 15 gp each, whichever is higher.

Alchemists
The chance of having an arrangement to sell components is 50% adjusted
as above, subtracting 30% if the component would not normally be used in
 alchemy. Prices are 15 times the sum of the costs of the component or
15 gp each, whichever is higher.

Temples
The chance such a temple will deal with those outside the faith is 50%,
plus or munus the non-member's charisma adjustment, minus 10% for every
alignment step the non-member is away from that of the church. Only
temple possible components are possible, and the base chance of them
selling components at all is 80% adjusted as above. Price is 10 times or
 10 gp each, whichever is higher.

Gathering
Base chance is 100% adjusted by the item's level of rarity times two,
plus 1% for each day spent searching, plus 2% per day for each
additional searcher beyond the first. Roll once per day. If the chance
to find the item is exactly 100%, it can be found after 12 hours. For
every 10% over 100% the search time is reduced by two hours, which means
 that 160% means automatically found.

Gems
Base chance of having gems is 100%, adjusted by rarity, and the size of
the city/town, plus 20% for a large shop and -10% if a small shop. The
cost of powdered gems is 10% that of value of the gem added. Ornamental
stones (base 10 gp) are common, semi-precious stones (base 50 gp) are
uncommon, fancy stones (100 gp)/(500 gp) are scarce/rare, gem stones are
 very rare/extremely rare (1000 gp)/(5000 gp).

Going Shopping
Base chance is 100% adjusted by the item's level of rarity and the size of the city/town.

• Fabricated items
Certain material components must be specially made, either by skilled craftsmen or by the spell caster personally.
• Spell effects are improved by one level for every doubling of the cost of the material spell component.
• Selling material components is possible, usually at 1/2 the listed price (before multiplying).

FOR COMPONENT LIST: LIVING IN A MATERIAL WORLD: TABLE VI, LAST
SENTENCE IN CHANGESTAFF SHOULD READ "Curing the staff by sun drying and
special smoke requires 28 days. Shaping, carving, smoothing, and
polishing requires another 28 days. The finished staff, showing scenes
of woodland life, is then rubbed with holly berries. This work must be
done by a druid of at least 3rd level, and will cost 5000 gp."

ON TOP OF P.66 "The effectiveness of substituted spell components
depends on their (a) appropriateness and (b) effectiveness and (b)
expenses."

• These take up the caster's hands. One hand for material components,
 one hand for somatic components. Sometimes the material or somatic
component is described as taking up both hands by itself.
• Creatures with very complex voices or more than two hands can
substitute with practice and research (or, like dragons with their
extreme vocal range, already have as a race).
• Spell components determine: direction, length, intensity, distance,
height, instructions, width, number of targets, duration, start time,
end time, start location, direction.
• Spells often have versions that require more or fewer components, or
even different components. For example, dragons use only vocal
components.

Spell Components

Material Components

In accordance with the listings in the Player's Handbook, material
components are given below for the spells that require them. The DM must
 decide the precise amounts of these materials, as well as any other
details about them. For instance, color spray requires a "pinch" of
colored sandthe DM decides what exactly constitutes a "pinch." Likewise, dancing lights requires a glowwormmust
 the glowworm be alive, or can it be a preserved specimen? Less fussy
DMs can allow their wizards as much latitude as they wish with material
components, as long as they meet the general requirements of the spell
description

Verbal and Somatic Components

The DM makes the decision regarding precise verbal and somatic
components for any spell, although suggestions from players should be
considered; specific verbal and somantic components are not required,
but they add color to the game by giving players a clearer idea of
exactly what procedures must occur in order for their PC wizards to cast
 spells. Requiring specific components can also make for some
challenging game situations. For example, if a wizard is gagged, he may
be prevented from casting spells with spoken verbal components.
Similarly, a wizard with his hands bound behind him may have problems
casting a spell whose somatic component requires specific hand gestures.
 (See Chapter 6 for more information about impaired casters and spell
components.) Verbal components can be single words, brief phrases,
snatches of poetry, chants, or nonsense syllables. They can be spoken,
whispered, shouted, or sung. Verbal components can also be groans,
grunts, coughs, whistles, or any other vocally-produced sound.
Often, the verbal component will relate to the effect of the spell. For
instance, the verbal component for feather fall might be the whispered
word "float," while a low, eerie moan might work for detect undead.
Dimension door might be the spoken word "open," while the verbal
component for gust of wind might be a slow exhalation of air. Somatic
components can be any type of physical gesture. For some spells, merely
touching or pointing at the target or subject is sufficient. More
elaborate gestures are suitable for higher-level spells. In many cases,
the somatic component will relate to the spell's effect. For instance,
the somatic component for audible glamer might require the caster to put
 his hand to his ear as if he were listening. Rapidly rubbing the hands
together might suffice for chill touch, while wiggling the fingers like a
 spider might serve as the somatic component for web.

Acquiring Spell Components
The materials used to power spells range from the mundane to the bizarre
 and the exotic. Dozens of spells require things like pebbles, stones,
dirt, twigs, or leaves that can be found literally anywhere—including
the middle of a battle, if a spellcaster is desperate. A number of
spells require nothing more than a little bit of foresight and access to
 a simple trading post or small market. Likewise, a few spells require
painstaking and expensive preparations that may be impossible to repeat
in the field.
Scavenging: The cheapest method of acquiring spell components is a field
 search. Many plant and animal specimens can be harvested with nothing
more than time and a little luck, and a wizard who knows what he’s
looking for can find a fair number of minerals as well. The wizard has
to find an appropriate location, such as a nearby forest or field for
animal and plant specimens. Materials that can be collected with a field
 search are rated as common, uncommon, or rare; depending on the amount
of time the wizard takes, the suitability of his search, and the item’s
scarcity, he may or may not be successful. See Table 14: Field Searches.

Table 14:

Field Searches

Item Base Search Base Time
Scarcity Time Success Bonus
Common 1d6 turns 75% +10%/turn
Uncommon 3d6 turns 50% +5%/turn
Rare 1d4+1 hours 25% +2%/turn

Item scarcity is taken from Table 16: Spell Components. The DM may
modify the category depending on where the wizard is searching; finding
sand on a beach is pretty easy, for example.
Base search time is the amount of time required to search for the item
in question. A character can search for only one component at a time.
Base success is the likelihood that the character will find the material in the base search time.
Time bonus increases the success chance for each additional turn the
caster spends searching for the item. If he fails to find the material
in the base search time, he can continue to look, adding this percentage
 to his success chance as shown on the table.
A field search for common materials doesn’t take much time, so a
traveling wizard could pause for brief searches during the march or
while his companions are setting up or breaking camp. Depending on what
it is the wizard is looking for, he can find anywhere from 1 to 20 or
more doses or samples of the material. For example, if the wizard was
searching a damp forest for foxfire, he might find enough to be used in
anywhere from 1 to 20 spells. Of course, storing and preserving multiple
 uses of a component may be harder than finding it to begin with.
Purchasing: If the wizard doesn’t have time to search for materials
himself, or can’t find a certain component, he can always purchase what
he needs. Again, the item scarcity reflects the likelihood that someone
in the vicinity happens to have the material or compound the wizard
requires. If the wizard is out to purchase materials, the most important
 consideration is the number of vendors or the size and completeness of
the market he will be searching. This is generally a function of the
community size, but the DM can modify item scarcity to reflect the
character of the town. For example, many uncommon or rare chemicals may
be common in a city that supports an Alchemist Guild.
Shopping for items in a town takes some amount of time, as well. A
character may have to examine half a dozen smithies to find soot or
charcoal of the exact color, weight, and composition he needs.
Generally, common items can be located in a few minutes, while rare
items may take several hours of the wizard’s time. Anywhere from 1 to 20
 or more usages can be found.

Table 15:

Purchasing Components

City ———————Scarcity———————
Size Common Uncommon Rare
Village 80% 50% 20%
Town 90% 60% 30%
City 100% 70% 40%
Major City 100% 80% 50%

Wizards with Laboratories: One nice benefit about an up-to-date,
well-stocked laboratory is that it includes a number of interesting
compounds, minerals, and specimens that may be useful as spell
components. If a wizard owns a laboratory, there is a 50% chance that 1
to 20 usages of any given spell component from the mineral, animal
specimen, and plant specimen list may be on hand, and a 25% chance that a
 spell component from the finished item list may be present. The
laboratory’s normal upkeep and maintenance expenses cover the cost of
replacing these items once per month.
Rule of Common Sense: The rules presented here for acquiring spell
components are intended to be guidelines for the DM. If a player is
particularly resourceful or intelligent in looking for components,
ignore the dice and let his character find whatever it is that he’s
looking for. Clever play should always be rewarded. On the other hand,
sometimes items just aren’t available in a given area, no matter how
hard someone looks. Finding iron filings in a village of Stone Age
technology is going to be extremely difficult, to say the least.
Flowers, plants, and herbs common in one part of the world may not exist
 elsewhere—no amount of money could create a pineapple in medieval
Iceland, for example.

Storage of Spell Components
Spell components are quite small. Most spells require only the smallest
pinches of powder or a few drops of liquid. In fact, the containers that
 are required to hold the materials and make them easy for a caster to
find without looking are far more bulky and clumsy than the materials
themselves. Small leather pouches, glass vials or tubes, or tiny clay
finger-pots sealed with wax plugs are the most common storage devices.
Most wizards choose to store the spell components for each of their
memorized spells in separate, pre-measured amounts to facilitate quick
and accurate casting. With a system like this, there are ten to twenty
spell components to a pound—even the most powerful wizard carries only a
 couple of pounds of components.
For some wizards, it’s a good idea to carry a bulk supply of some common
 reagents from which the individual spell preparations can be drawn. For
 example, a traveling wizard may find it to be a good idea to carry a
whole spool of thread or string, since several spells call for this
component. A bulk container usually contains twenty to fifty usages of
the component in question and weighs about a pound. The character can
carry a dozen or more of these in a leather saddlebag or a small trunk,
ensuring that he won’t run out at a critical moment. Bulk containers
cost five times the listed expense of a component, but contain dozens of
 doses.
Some spell components may be perishable or short-lived. These items are
noted on the component list. A perishable item can last for a week or so
 before it’s useless. Obviously, the character shouldn’t purchase or
store more than a few days’ worth at a time.

The Spell Component List
There are a couple of classes of item deliberately not included on Table
 16: items that already have a listed cost in the spell description (the
 special dust mixture of Leomund’s trap, or the 100 gp pearl required
for identify, for instance) and items that are chosen or customized at
the time of the spell. For example, the spell banishment requires the
use of materials "harmful, hateful, or opposed to the nature of the
subject of the spell." Since this could consist of a wide variety of
substances, banishment’s material components weren’t included on the
list.
The spell components are divided into several categories, reflecting
their general nature and origins. These include: Miniatures and Models;
Finished or Refined Items; Minerals; Common or Household Items; Animal
Specimens; Plant Specimens; and Other, a catch-all for anything that
doesn’t clearly fit in another category.
Each item has a note concerning its method of acquisition. Items are
listed as FS (Field Search), TM (Town or market), SO (Special Order), or
 Auto (items that can automatically be found by anyone willing to look
for a few minutes.) A few items are both field search and town or
market, meaning that a wizard can try to buy the material if he can’t
find it for himself.
Scarcity is listed for items that wizards might search for or try to
purchase, and a cost for items that the wizard might want to purchase.
Also, items that are commonly available in the wizard’s own laboratory
are noted. Finally, items like the various dusts are priced with one
spell use in mind. For example, if a wizard wishes to have enough
powdered amber to cast two spells, he needs to come up with 80 gold
pieces (40 x 2).
Note that the cost of an item can vary wildly with the circumstances.
Buying coffin wood in a kingdom where the interment of the dead is
considered the sole and sacred province of a fanatical religious sect
could be far more difficult than a stroll down to the undertaker’s place
 of business! Similarly, tolls, finder’s fees, and all kinds of
surcharges could come into play for strange or exotic items.
In addition to the problems of cost, some special-order items may take
quite some time to locate. For example, finding a 100-year-old map to
tear to pieces could be quite difficult. Even the most dedicated
book-buyer, herbalist, or apothecary may have to wait several weeks for
something to turn up. Some special items may not be available for any
price, and the wizard may have to locate these items personally if he
wishes to cast the spells in question.
Purchasing Agents: For the adventuring wizard, it’s a very good idea to
spend money on hirelings who can handle the acquisition of components.
For instance, the wizard might hire a couple of local children to
collect various insects or herbs. Unless the assistants are
well-trained, at least 75% of the material they bring back will be
unusable due to small imperfections or taints, but for simple materials
an assistant can save the wizard a lot of time. Apprentices are often
assigned to these duties, both to learn what makes for a good spell
component, and to save their masters the time of stalking through a
field, looking for a cricket or mouse that will let itself be captured.

Arcanists and Apothecaries Most large towns in a typical AD&D
campaign support one or two apothecaries, herbalists, alchemists, wise
women, occultists, or hedge wizards. These shopkeepers make their living
 by providing minor enchantments, charms, or herbal mixtures to the
townspeople. For the most part, the services and goods offered by these
merchants are of little interest to the typical adventurer, but they can
 be excellent sources of spell components, and from time to time they
may purchase magical items from player characters or have an odd item
for sale.
In addition to the sellers of mundane herbs, minerals, and charms, a few
 large cities may support an arcanist’s shop. An arcanist is a merchant
who trades in items of interest to wizards, including spell components,
books and parchment suitable for spell books, and magical items.
Arcanists are sometimes sponsored by a large wizard’s guild and are most
 frequently found in cities where wizards are well-regarded and fairly
common.

Alchemists
The great majority of alchemists are 0-level characters, as opposed to
mages or specialists in the school of alchemy. They are skilled in the
nonweapon proficiency of alchemy, but cannot cast spells or manufacture
potions or magical items. What common alchemists can do is create
nonmagical chemical mixtures that may be useful to an adventuring party,
 or provide a character with the opportunity to purchase spell
components from the mineral list at the listed cost. Of course, the laws
 of supply and demand apply; the alchemist will charge what he can get
for materials that his customers can’t get anywhere else.
Some of the alchemists’ other wares include the following:

Acid: Through careful distillation, alchemists can brew potent acid.
(See the proficiency description, on page 51 of Chapter 4.) A flask-full
 of acid can command anywhere from 50 to 100 or (1d6+4) x 10 gold
pieces, while a vial might sell for 10 to 40 gp.
Incendiaries: These dangerous concoctions range from flammable oils and
pitches to nasty stuff like naphtha or Greek fire. Again, refer to the
description of the alchemist nonweapon proficiency in Chapter 4. A flask
 of an incendiary substance usually costs 10 to 30 gp.
Pyrotechnics: Unlike the previous two substances, pyrotechnic mixtures
are often powders. They can be used to create clouds of smoke of a
variety of colors, or bright flashes of light when added to an existing
fire. A vial of pyrotechnic mixture costs 5 to 20 (5d4) gp, while a
flask costs anywhere from 10 to 30 gp.

Apothecaries and Herbalists
At first glance, these may seem to be two completely different
occupations, but they share similar roles in the community. Both
apothecaries and herbalists provide medicines for people suffering from a
 variety of ailments, and a great portion of these remedies are derived
from various plants, herbs, and roots. Townspeople go to apothecaries or
 herbalists for pain relievers, poultices, purgatives and laxatives, and
 all other kinds of medicines.
Adventurers find that apothecaries and herbalists are excellent sources
of spell components, especially from the common, herb, and animal
specimen lists. In addition, apothecaries sometimes serve as dealers in
odds-and-ends in smaller towns, and a magical item such as a potion or
ring may occasionally turn up in their possession. This is an unusual
occurrence, so player characters might have the opportunity to examine
or purchase an item only once or twice in a campaign year from any given
 apothecary. Refer to the list of the most common magical items, at the
end of this chapter.
In addition to their trade in spell components and the rare magical
item, apothecaries and herbalists can create medicinal mixtures with the
 following properties:

Healing salve: This ointment contains herbs that help to stop
bleeding and close a wound, as well as infection-fighting properties.
Applying the salve to a character with open cuts or bleeding wounds (not
 crushing or bludgeoning injuries) restores 1 hit point per separate
wound or injury. For example, if a character was struck three times in
the course of a melee, three applications of salve could restore 3 lost
hit points. Healing salve costs 5 to 20 gold pieces per application.
Healing poultice: This compress helps to reduce swelling and bruising.
It has the same effect as healing salve when applied to impact injuries
and costs 10 to 30 gold pieces per poultice.
Poison antidote: A herbalist or apothecary can prepare an antidote to
one specific natural toxin, such as a rattlesnake bite or the sting of a
 giant wasp. The apothecary must have some idea of what will help the
victim, so rare or unusual venoms (such as the giant wasp mentioned
above) may be completely unknown. If the character knows an antidote,
the herbalist or apothecary can prepare a dose that will remain good for
 1 to 4 days at a cost of 20 to 80 gp. The poison antidote allows the
victim to reroll his saving throw vs. poison with a +2 bonus, if it is
administered within five rounds of the poisoning. Naturally, it is only
effective against the specific toxin it was prepared for.

Wise Women and Hedge Wizards
Every village or hamlet has its own resident "witch" or "wizard," or a
person who claims command of magical powers and knowledge of herbs,
spells, and charms. In a few cases, these characters are actually
low-level magic-users, but more often they’re fakes or charlatans. Most
of these wise women or hedge wizards are 0-level characters with the
herbalism and healing proficiencies. They can sell spell components from
 the herb, animal specimen, and common lists, although they often have
no idea what a particular herb or item might be good for.
Wise women and hedge wizards may be capable of creating healing salves
and poultices, as described above. In addition, they can create minor
charms or fetishes. These are temporary magical items about as powerful
as a typical cantrip. Good examples would include a "love amulet," that
raised the wearer’s Charisma (Cha/Appearance) by 1 or 2 points, but only
 in the eyes of one particular subject whose hair was used in the making
 of the charm; a charm that discouraged mice or insects from entering a
kitchen or pantry; or a small totem that brought the user good luck (a
+1 bonus) on his next saving throw against a specific threat, such as
fire, poison, or resisting mental spells. A charm costs anywhere from 5
to 50 gold pieces, and retains its enchantment for 1 to 4 days.

Arcanist
Only the largest cities can support an arcanist, or a shopkeeper who
deals solely in magical reagents, components, and the occasional
enchanted item. An arcanist can provide spell components from any list,
and also a number of other generally useful items for a wizard—paper,
vellum, parchment, ink, quills, alchemical supplies and equipment, and
other such things.
Because arcanists have a clientele of wizards, they are willing to buy
magical items and rare or unusual materials that could be useful as
spell components. Player characters may sell components for 30% to 80%
or (1d6+2) x 10% of their listed value. Magical items can be sold for
whatever price the DM deems fair, although a PC selling a magical item
should not be able to make more than twice the item’s experience point
value from the sale. In fact, it’s perfectly reasonable for the DM to
rule that the seller must sell by consignment—in other words, the
arcanist agrees to display the item and handle any inquiries about it
for a 10% share of the asking price, but he won’t buy it outright. Until
 another customer comes along to show an interest in the item, the PC
seller makes no money. Note that magical items are rare, and from week
to week the arcanist has no idea what may or may not show up in his
shop.

• This requires that one hand be free.
• These are assumed to disappear unless it states otherwise.
• All spells, whether cast by cleric or magic-user, ranger or paladin require material components if the spell says they do.
• Trying to use magically created components that are not of permanent
duration are likely to result in a serious shortening of the spell being
 cast. As short as the duration of the items existence or the spell's
duration, whichever is shorter.