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Requires the use of the Dungeons and

Dragons

Players Handbook, Third Edition,


Published by Wizards of the Coast.

written by Philip Reed


illustrated by Christopher Shy
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101 Divine Spell Components
101 Divine Spell Components
Wr i t t e n b y P h i l i p R e e d
I l l u s t r a t e d b y C h r i s t o p h e r S h y
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
this PDF is designated as open game content. You may not distribute this PDF without per-
mission of the author.
Dungeons & Dragons and Wizards of the Coast are Registered Trademarks of Wizards
of the Coast and are used with permission.
Several PDF products are available from
www.rpgnow.com, www.roninarts.com, or
www.philipjreed.com.
For limited edition print products, visit
www.philipjreed.com.
For art prints by Christopher Shy,
visit www.studioronin.com.
Contents
INTRODUCTION.................................................................3
THE COMPONENTS...........................................................5
Air............................................................................................5
Animal .....................................................................................5
Chaos .......................................................................................6
Death........................................................................................8
Destruction.............................................................................11
Earth.......................................................................................12
Evil.........................................................................................12
Fire.........................................................................................16
Good ......................................................................................18
Healing...................................................................................19
Knowledge.............................................................................21
Law........................................................................................21
Luck.......................................................................................22
Magic.....................................................................................23
Miscellaneous ........................................................................24
Plant .......................................................................................27
Protection...............................................................................28
Strength..................................................................................29
Sun.........................................................................................29
Travel .....................................................................................31
Trickery..................................................................................31
War.........................................................................................32
Water......................................................................................32
OGL ......................................................................................33
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
components? As you can no doubt tell, that question need no longer be
asked.
Inside the pages of this PDF you will find rules for supplementary spell
components for use by divine spell casters. The challenge in the writing of
this PDF was to instill a sense of religious power into the components. On
many I feel that I succeeded. On others I feel that I did not. But all are a wor-
thy addition to the arsenal of any divine spellcaster.
As with all new game rules these are not official or available for your
favorite PC arcane spellcaster until the DM gives his approval. Since so many
of the effects described in this book can unbalance a campaign DMs are
encouraged to carefully consider each one before allowing it. Even then,
some DMs may choose to modify the effects, values, or DCs of these com-
ponents to better suit his own campaign.
The information in this book is designed for the use of divine spellcast-
ers only. DMs, at their choosing, may open the use of some or all of these sup-
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
Arcane Spell Components there are some similar supplementary spell com-
ponents in these pages. Many are similar (or even identical) in name only, the
actual game rules and effects being very different from their arcane counter-
parts. Read carefully.
SUPPLEMENTARY SPELL COMPONENTS
As with 101 Arcane Spell Components, this PDF presents a new
type of spell component known as supplementary. All of the spell
components detailed in this chapter are considered to be supplemen-
tary. That is, they are not required to cast spells but are, instead, used
only to provide added damage, range, duration, or other effects to a
spell.
Unlike 101 Arcane Spell Components, the components presented
in this PDF are divided into 22 categories that fit the cleric domains
found in the Players Handbook plus a miscellaneous category of
components that will work with any divine spell. The components
may only be used as presented here with spells that fall within the
necessary cleric domain.
Example:
All of the components presented in this PDF use the following for-
mat:
Name
Description: The description includes some basic visual informa-
tion and other assorted bits of knowledge.
Effect: The effect, either an enhancement or possible side effect,
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
supplementary component affects the spell, have a negative effect that
takes place instead of the desired one. In addition the spell cast does
not take place though it is no longer prepared.
Casting Time Modifier: The amount of time that must be added
to the Casting Time of the spell that is cast. Spells with a 1 action
casting time are rounded up to a full-round action (plus this modifier)
when a supplementary spell component is used in casting.
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101 Divine Spell Components
Introduction
OPEN GAME CONTENT
All of the text in this PDF is presented as open game content.
You may use this content in your own work as long as you follow
the terms of the license. The Open Game License is printed at the
end of this book.
The layout, graphics, and illustrations presented in this book
are not open game content. You may not distribute this PDF with-
out permission of the author.
Component Type: Supplementary spell components are verbal,
material, or somantic. While some feats, such as Still Spell, may allow
spells to be cast without using the necessary components these feats
do not affect spells cast when using supplementary spell components.
Knowledge (Religion) DC: Not all spellcasters know of the
secrets of each supplementary spell component. This DC is the num-
ber that must be surpassed (or equaled) for a caster to know the
specifics of this supplementary component. Using this knowledge in
game can be difficult and DMs should encourage roleplaying.
Weight: The weight of the component.
Value: What the component is worth in an appropriate shop. DMs
should not make these components readily available but should,
instead, force PC spellcasters to personally locate and claim the indi-
vidual components. The search for almost any of these components
could be used as the backdrop for an adventure.
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101 Divine Spell Components
DIVINE.ARCANE.WHO CARES?
The DM may rule that the components in this PDF and those in
101 Arcane Spell Components may be used by any spellcaster,
regardless of whether he is a divine or arcane spellcaster. This is cer-
tainly a simple way to approach the situation and will greatly expand
the components available to both types of spellcasters.
Would doing this break anything? Not really. But it would
detract from the flavor of some of the spell components. A better
way to approach the situation is for the DM to write different effects
for each component depending on whether the caster is divine or
arcane. Several items already have two options that could be used as
a guideline for such a project. This would be a massive task and
should not be attempted by DMs who are pressed for time.
AIR DOMAIN
A Strong Wind
Description: Any wind of 20 miles per hour or greater can be the
source of enhanced power for air domain spells. During such a strong
wind the caster may attempt to draw upon the strength of the wind to
charge any air domain spells.
Effect: With a successful Spellcraft check (DC 10 + level) the spell
is cast as if the caster were 1d4 levels higher in power than he actually is.
On a failed check the spell functions normally. This spell component may
not be combined with other components.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 15
Weight: None.
Value: None.
Death of an Aerial Servant
Description: When one of these semi-intelligent creatures from the
Elemental Plane of Air is destroyed on the material plane its death creates
an opportunity for those divine spellcasters of the air domain.
Effect: Upon casting the caster must succeed a Spellcraft check (DC
20 + spell level). If successful the caster is able to revive the aerial ser-
vant, who becomes his to control for 2d4 rounds at which point it dies
again (and cannot be used as a supplementary spell component the sec-
ond time it dies). No other components may be used in conjunction with
this one.
Casting Time Modifier: +2 rounds.
Component Type: S.
Knowledge (Religion) DC: 22
Weight: None.
Value: None.
Natural Storm
Description: A natural storm, and not one created by any magical
means. Storms that take place at night are more effective than those dur-
ing the day.
Effect: The duration and range of a spell cast during a storm is dou-
bled if the caster succeeds a Spellcraft check (DC 20+spell level) when
the spell is cast. The effect of this spell component may be combined with
other components or damage modifiers.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 15.
Weight: None.
Value: None.
ANIMAL DOMAIN
Birth of an Animal
Description: If the caster witnesses the birth of an animal it empow-
ers him with a small degree of magical power that can be released during
the casting of a spell. This power must be used within 30 days of wit-
nessing the animals birth.
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
of the spell are not needed. The effects of this component may be com-
bined with other supplementary spell components.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 10.
Weight: None.
Value: None.
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101 Divine Spell Components
The Components
Cry of an Eagle
Description: The piercing, majestic cry of an eagle can uplift the
spirits of any caster of the animal domain. This beautiful cry empowers
animal domain spells, making them more powerful. Within three rounds
of hearing the cry this power must be used or else it is lost.
Effect: Aspellcaster who uses this component with any spell that has
a duration must make a Spellcraft check (DC 10+spell level). On a suc-
cessful check the duration of the spell is doubled. The extended duration
effect of this component may not be combined with any modifier to the
spells duration. Components or modifiers that affect other aspects of the
spell may be used.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 18.
Weight: None.
Value: None.
CHAOS DOMAIN
Chaos Gem
Description: A chaos gem is a rare gemstone found in the northern
mountains. Its black or gray in color and some have light-colored speck-
les. Aperfect, small chaos gem (like is required if it is to be used as a spell
component) is difficult to find. Flawed chaos gems can be found but there
is a 75% chance that, when used in spellcasting, flawed gems will have
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:
Roll Effect
1-3 None
4 Duration of the spell is doubled
5 Range of the spell is doubled
6 Damage of the spell is doubled.
7 All variables are doubled.
8+ The caster instantly regains all spells that have already
been used that day.
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.
Negative Side Effect: The gem absorbs the highest available spell
the caster has prepared. The caster permanently loses that spell slot and
cannot regain the missing slot (not even a wish spell will undo this
effect).
Casting Time Modifier: +1d6 rounds.
Component Type: M.
Knowledge (Religion) DC: 22.
Weight: <1 lb.
Value: 385 gp, 75 gp (flawed).
Flesh of a Chaos Beast
Description: Not only do arcane spellcasters use the gray, rubbery
flesh of a chaos beast. If the flesh is slightly damp and fresh (no more
than 24 hours old) a divine spellcaster may also draw on the powers of
these odd monsters.
Effect: Upon casting a Spellcraft check (DC 2d6+spell level) must be
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
components may be used in conjunction with this one.
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101 Divine Spell Components
ACQUIRING COMPONENTS
Just hunting for many of these components could form the basis
for a series of adventures. GMs are encouraged to never just give the
player characters free access to the components described in this
book. Although prices are listed, they are not there so that players
can go on shopping sprees.
For GMs who wish to allow their players to purchase these sup-
plementary spell components, see The Mad Merchants Shop of
Curious Wares available at www.rpgnow.com. This is a free PDF
that details a small shop. It would be an easy matter for the GM to
offer these components for sale in that shop.
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: Achaotic-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
DEATH DOMAIN
Breeam
Description: This tough plant has straight stalks adorned with bright
yellow flowers. The seeds of the plant pop when it is ripe. Used in foods
as an herb and a component in many spells, it is its use as a supplemen-
tary component where breeam becomes truly useful. The seeds, when
ground into a fine powder, may be used by divine spellcasters.
Effect: Upon casting a thick cloud of smoke bursts forth, centered on
the caster. This cloud turns all
undead within 20 feet as if the caster
were a 10
th
level cleric. Any living
creatures caught within the cloud,
including the spellcaster, must suc-
ceed a Fortitude check (DC 15) or
suffer 2d6 points of damage. The
effect of this spell component may
not be combined with other compo-
nents or damage modifiers.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 16.
Weight: <1 lb.
Value: 5 sp.
Dirt from a Grave
Description: A handful of dirt
taken from a grave must be no more
than 2 days removed from the grave
or else it will not work in this way.
Additionally, the dirt must have been
actually touching the body for at
least five years . . . mass gravesites
work best. The body must be
exhumed and dirt scraped away from
the bones in order to get the handful of dirt that will work to provide the
following effects. An average grave will provide five handfuls.
Effect: The target of any spell this supplementary component is aug-
mented by must succeed a Will save (DC 15+spell level) or temporarily
lose 3d4 Constitution. No other components may be used in conjunction
with this one.
Negative Side Effect: The caster suffers 2d6 points of damage and
the spell is lost without having any effect.
Casting Time Modifier: +5 rounds.
Component Type: M.
Knowledge (Religion) DC: 18.
Weight: <1 lb.
Value: None.
Flesh of a Flayed Man
Description: The flayed man is a rare form of undead, a spell-using
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 of their skin be removed. The meaty flesh of the creature, when prop-
erly harvested, may be used as a supplementary spell component. The
flesh of these foul creatures will function properly as a spell component
for 1d4+1 weeks. After that time the material is garbage.
To properly harvest the flesh of a flayed man required a Knowledge
(Arcana) or Spellcraft check (DC 20).
Effect: Upon casting a successful Spellcraft check must be made
(DC 15+spell level). If the check is successful the caster permanently
loses 1d6 points of Constitution but gains the ability to fire a blast of neg-
ative energy once per day. This blast deals 1d6 hp of damage per level of
the caster (maximum 10d6). The effect of this spell component may not
be combined with other components or damage modifiers.
Negative Side Effect: The spell being cast fails and the caster per-
manently loses 2d4 points of Constitution. The caster does not gain the
negative energy blast ability.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 25
Weight: 3 lbs.
Value: 450 gp.
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101 Divine Spell Components
CONSUMED
IN CASTING
All supplementary spell
components are instantly con-
sumed when used in casting.
GMs may choose to allow some
components to be used multiple
times, treating them more as a
divine focus than a component.
Some components that could
be used as a focus item include
the paladins shield, the tools of
a bone delver, and the wizards
spellbook.
If some of the components in
this book are going to be treated
as focus items, the GM should
inform his players.
Hand of a Coffer Corpse
Description: Zombie-like in appearance, this bony hand ends in
long, sharp claws. The hand of a coffer corpse, no matter how long it has
been since the creature was destroyed, may be used as a supplementary
spell component by divine spellcasters.
Effect: Upon casting a Spellcraft check (DC 15) must be made by the
spellcaster. On a successful check the spell takes place normally and the
hands of the caster twist and distort, becoming those of a coffer corpse.
For six rounds the caster may make claw attacks like a coffer corpse
(1d4+4 damage) including the Improved Grab and Death Grip abilities of
the creature (see box). The effect of this spell component may not be
combined with other components.
Negative Side Effect: The power of the coffer corpse consumes the
caster and he drops to the ground screaming in pain. After 1d4 rounds the
screaming ends but the caster has become a coffer corpse.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 18
Weight: 3 lbs.
Value: 130 gp.
Headstone
Description: The headstone of a grave may be used by evil-aligned
spellcasters. The headstone must come from a grave no less than 10 years
old and the body must have been left undisturbed within the grave since
it was buried.
Effect: The target of any spell this supplementary component is aug-
mented by must succeed a Will save (DC 15+spell level) or temporarily
lose 1d8 Constitution. The caster must make a successful Spellcraft check
(DC 15+spell level) or suffer temporary loss of 2d4 Constitution. No
other components may be used in conjunction with this one.
Negative Side Effect: The caster permanently loses 1d4 points of
Constitution.
Casting Time Modifier: +5 rounds.
Component Type: M.
Knowledge (Religion) DC: 18.
Weight: 40 lbs.
Value: 15 gp.
Lost Half of Hit Points in One Round
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
Spellcraft check (DC 15+spell level). On a successful check the caster is
charged with the power of death and, on his next successful touch attack,
deals 1d6 points of damage per caster level. This must be used within 10
rounds or it is lost. The effect of this spell component may be combined
with other components or damage modifiers.
Casting Time Modifier: +1 round.
Component Type: S.
Knowledge (Religion) DC: 25.
Weight: None.
Value: None.
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101 Divine Spell Components
ABILITIES OF THE COFFER CORPSE
On successful use of the hand of a coffer corpse the caster gains
the following abilities for six rounds.
Improved Grab (Ex): To use this ability, the caster must hit an
opponent of large size or smaller with both claw attacks. If he gets
a hold, the caster uses his death grip. The caster has a grapple bonus
of +5.
Death Grip (Ex): The caster deals 1d4+4 points of damage per
round with a successful grapple check (grapple bonus +5) against a
Large or smaller creature. Because the caster grasps the victims
throat, a creature in his grasp cannot speak or cast spells with ver-
bal components.
Necromancer s Robes
Description: The robes of a divine or arcane necromancer can be a
potent supplementary component for casters of the death domain. Only
the robes of a spellcaster of 10
th
level or higher may be used as a sup-
plementary spell component and the robes must have been worn for at
least six months of game time.
Effect: A Spellcraft check (DC 20 + spell level) is required when
casting a spell that is supplemented by the component. On a successful
check the spell is infused with negative energy that deals 2d6 points of
damage to one target of the spells effect (casters choice). If the spell
does not affect an individual this negative energy is absorbed by the spell-
caster and may be released as a negative energy blast (2d6 damage) at any
point in the next twenty rounds. No other components may be used in
conjunction with this one.
Negative Side Effect: The robes are over-taken by the negative ener-
gy and transform into an incorporeal undead creature that attacks the
caster. The DM will select any incorporeal undead of his choice (ghost is
recommended).
Casting Time Modifier: +4 rounds.
Component Type: M.
Knowledge (Religion) DC: 16.
Weight: 2-4 lbs.
Value: Difficult to determine, GMs judgment.
Paw of a Ghoul Wolf
Description: Ghoul wolves resemble normal wolves, save that their fur
is matted in places and torn away from their flesh in other places. To identi-
fy the paw of a ghoul wolf without seeing the rest of the creatures body
requires a successful Knowledge (Nature) check (DC 16). For every 24-hour
period since the beast was slain there is a 10% chance that the mandible will
have no effect when used in spellcasting (check after casting).
Effect: Aspellcaster who uses this component with any spell that caus-
es damage must make a Spellcraft check (DC 10+spell level). On a success-
ful check the damage of the spell is increased by 3 points per level of the
spell plus 1 point per level of the caster. The effect of this spell component
may not be combined with other components or damage modifiers.
Negative Side Effect: The caster slices himself on the claws of the
paw, suffering 2 points of damage and fouling the spell.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 14
Weight: 2 lbs.
Value: 35 gp.
Powdered Blood
Description: Dried and crushed blood can be used to enhance the
power of death domain spells. This supplementary spell component is
also used by necromancers and wizards to create ink for use in writing
scrolls.
Effect: A spellcaster who uses this component with any spell that
causes damage must make a Spellcraft check (DC 20+spell level). On a
successful check, the spells damage is increased by 1d8 points per level
of the caster (maximum of 10d8). This component may not be used with
any other supplementary spell component.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 20
Weight: <1 lb.
Value: 200 gp.
Spined Worm Larva
Description: These six-inch long worms, with long spiny horns over
each eye, will one day grow to become the frightening spined worm. In
their larval form they are more nuisance than deadly beast. A dried out
spined worm larva may be used as a supplementary spell component.
Effect: If the caster makes a successful Spellcraft check (DC 20) all
creatures affected by the spell suffer 1d6 points of acid damage. No other
components may be used in conjunction with this one.
Negative Side Effect: The spell casts normally. The spined worm
larva bursts in the casters hands, inflicting 3d6 points of acid damage to
him. A Reflex save (DC 15) reduces this damage to 1d6 points.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 19.
Weight: <1 lb.
Value: 50 gp.
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101 Divine Spell Components
Tools of a Bone Delver
Description: Undead monsters that were once grave robbers, the
bone delvers are seen primarily near cemeteries and graveyards. When
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.
Effect: This component may only be used with spells that target an
individual. The target of any spell augmented by this component first suf-
fers the effects of the spell. A grave then opens beneath the targets feet.
The target must make a Reflex save (DC 15) or fall into this 6 ft. deep
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.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 18
Weight: 5 lbs.
Value: 6 gp.
DESTRUCTION DOMAIN
Battered Armor
Description: Any suit of destroyed heavy armor, if 60% complete,
can be used as a supplementary spell component.
Effect: A spellcaster who uses this component with any spell that
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-
er must select one of the creatures harmed by the spell; the chosen crea-
ture is the centerpoint for this added effect. The effect of this spell com-
ponent may be combined with other components.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 12.
Weight: Varies by type of armor.
Value: Varies by type of armor.
Brutal Damage
Description: If a caster deals 20 points of damage to a target in one
round (by weapon or magic) his deity smiles favorably upon him and
bestows the following effect.
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
the feat). This component may be combined with other supplementary
spell components.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 12.
Weight: None.
Value: None.
Death of Others
Description: If an intelligent humanoid dies within 10 feet of the
caster it is possible to harness that energy to power a destructive spell.
This may only be used within 30 seconds of the death.
Effect: A spellcaster who uses this component with any spell that
causes damage has that damage increased by the maximum number of hit
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
damage modifiers.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion DC: 18.
Weight: None.
Value: None.
Giant s Fist
Description: Agiants fist, when cut from its body, may be used as a
supplementary spell component. The fist must be used within 24 hours of
being separated from the giants body or is it useless as a supplementary
spell component.
Effect: Upon casting the spellcaster must make a Spellcraft check
(DC 30). On a successful check the caster gains a +1d8 enhancement
bonus to Strength for a number of rounds equal to his caster level + 2d6.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: 18 lbs.
Value: 300 gp.
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101 Divine Spell Components
Iron Golems Head
Description: The iron golem is one of the most powerful of the con-
structs created by mortal wizards. The head of a destroyed iron golem
retains a small measure of the constructs power.
Effect: If the caster succeeds a Spellcraft check (DC 10+spell level)
there is a 60% chance that the caster will be infused with the magic
immunity of the destroyed iron golem. For 2d6 rounds the caster is
immune to all spells, spell-like abilities, and supernatural effects, except
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.
No other components may be used in conjunction with this one.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 22.
Weight: 25 lbs.
Value: 190 gp.
Personal Sacrifice
Description: By cutting himself, a destruction domain spellcaster
can amplify the power of a spell with his own pain. Using a dagger or
other sharp instrument while casting the caster deals 1d4 points of dam-
age to himself and gains
the following effect.
Effect: A spellcaster
who uses this component
with any spell that causes
damage must make a
Spellcraft check (DC
5+spell level). On a suc-
cessful check the damage
of the spell is increased by
5 x the number of points
of damage the caster dealt
to himself. No other com-
ponents may be used in
conjunction with this one.
Negative Side Effect: The spell has no effect and the damage inflict-
ed upon himself is permanent the spellcasters hit point total is reduced
by the amount rolled.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 18.
Weight: None.
Value: None.
EARTH DOMAIN
A Small Pebble
Description: Acommon pebble found along the side of a trail or any-
where else in nature. These plentiful stones are not all suitable as a supple-
mentary spell component. Any pebble, when found, has only a 2% chance
of being pure enough to enhance earth domain spells.
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
check the range of the spell is increased as if the caster were 1d6 levels high-
er than he actually is. The range extension effect of this component may not
be combined with any other modifier to the spells range. Components or
modifiers that affect other aspects of the spell may be used.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: None.
Value: None.
EVIL DOMAIN
Drows Brain
Description: A fresh or magically preserved brain of a dark elf may
be used as a supplementary spell component.
Effect: Aspellcaster who uses this component with any spell that has
a duration must make a Spellcraft check (DC 10+spell level). On a suc-
cessful check the duration of the spell is doubled. No other components
may be used in conjunction with this one.
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101 Divine Spell Components
SUFFERED FROM . . .
In 101 Arcane Spell Components
the components that rely on the
spellcaster suffering a specific type of
damage affect only the character or
creature that inflicted the original
damage on the spellcaster.
Divine spellcasters are not so lim-
ited. They may use the power of these
components against any opponent.
Negative Side Effect: The caster loses all prepared spells.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: 6 lbs.
Value: 350 gp.
Flaying Knife
Description: These slender blades are too fragile for use in combat but
they work perfectly for separating skin from a corpse.
Effect: Upon casting the target is instantly subjected to drain life (see
box) as if cast by a 20
th
level spellcaster. If more than one target is affected
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.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: <1 lb.
Value: 3 gp.
Heart of a Metallic Dragon
Description: The heart of any one of these good-aligned dragons makes
a fabulous spell component for those evil divine spellcasters who manage to
either slay a dragon or purchase a dragons heart. The heart of a metallic
dragon turns solid and metallic within three weeks of the dragons death. It
is only in this metallic form that the heart has any value as a supplementary
spell component.
Effect: Upon casting, a Spellcraft check (DC 20 + spell level) must be
made by the caster. On a successful check, the spell is cast as if the caster
were ten levels higher than he actually is. Any other supplementary spell
component may be used alongside this one.
Negative Side Effect: The spell has no effect and is wasted. The spell-
caster is immediately branded with a visible mark upon his face that identi-
fies him as an evil individual. This mark may never be removed, not even
through magical means.
Casting Time Modifier: +2 rounds.
Component Type: M.
Knowledge (Religion) DC: 25.
Weight: Average of 45 lbs. The exact weight depends on the type and
age of the dragon. DMs judgment is necessary.
Value: Depends on dragon type. 3d6 x 1000 in proper coinage is the
average value. Example: Asilver dragons heart would be worth 3d6 x 1000
silver pieces. Agold dragons heart would be worth 3d6 x 1000 gold pieces.
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101 Divine Spell Components
DRAIN LIFE
Necromancy
Level: Clr 6, Nec 6
Component: V, S, M/DF
Casting Time: 1 action
Range: Touch
Effect: Grant 1 negative level/3 levels
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This foul enchantment allows the spellcaster to wither and shriv-
el the soul of his opponents. To cast this spell, you expose both the
target and yourself to negative energy. You both get a Will save to
resist the spell effect. On a failed save, that character (whether the
caster or his target) gains one negative level for every three levels of
the caster.
Negative levels result in actual level loss 24 hours later unless
the character thus afflicted succeeds a Fort save. The DC for this
Fort save differs depending on whether one is the caster or target of
this spell. The targets save DC is 10 + 1/2 your caster level + your
Charisma bonus, while your save DC is 10 + 1/2 your caster level.
In addition, you gain a bonus to your roll equal to your Charisma
modifier thus, not only is your DC lower but you also gain a bonus
to the actual roll.
Material Component: A rusty nail.
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 dragons 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 horns 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 casters level.
No other components may be used in conjunction with this one.
Negative Side Effect: The casters 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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101 Divine Spell Components
Sacrifice a Level
Description: An evil-aligned spellcaster (and only an evil spellcast-
er) may choose to forfeit a level of experience in the hopes of pleasing his
dark god. There is a 60% chance that this sacrifice will be accepted and,
only then, there is a 20% chance that the sacrifice will be rewarded as
detailed below.
Effect: The spellcaster permanently loses 1 level of experience. If the
caster succeeds a Spellcraft check (DC 12+spell level) all variables of the
spell being cast when this sacrifice takes place are tripled. No other com-
ponents may be used in conjunction with this one. If the sacrifice is not
accepted the spellcaster does not lose a level of experience.
Casting Time Modifier: +4 rounds.
Component Type: S.
Knowledge (Religion) DC: 25.
Weight: None.
Value: None.
Skin of an Adherer
Description: These creatures resemble mummies from a distance but
are, in fact, twisted aberrations with skin that hangs in folds like the band-
ages of a mummy. This skin, when properly prepared, can be used to
empower evil domain spells. Once the skin has been removed from the
creature it must be placed in the hot sun for three weeks. After that time
it is ready for use and can be stored for up to one year without losing its
special properties.
Effect: When used as a supplementary spell component any visual
effects of the spell take on a black, glue-like appearance. The spell exudes
a sour smelling odor that remains with the caster (and target of the spell)
for weeks. On a successful Spellcraft check (DC 15) the target of the spell
is hit with the spell cast and the effects of web as if cast by a 10
th
level
spellcaster. No other components may be used in conjunction with this
one.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion DC: 18.
Weight: 2 lbs.
Value: 45 gp.
Suffered Damage from a Good Character or Creature
Description: A spellcaster who has suffered damage from a good-
aligned character or creature can channel that damage into an evil domain
spell. The divine spellcaster has six rounds after suffering such damage
during which he may augment a spell. After that time the energy is lost.
Effect: A spellcaster who uses this component with any spell must
make a Spellcraft check (DC 10+spell level). On a successful check all
variables of the spell are doubled. No other components may be used in
conjunction with this one.
Negative Side Effect: The caster suffers 1d6 points of damage and
the spell cast has no effect.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 15.
Weight: None.
Value: None.
Victariums Heart
Description: Victariums are among the fiercest warriors of the upper
planes. They look like slender elven women with four arms, each holding a
blade. Standing about 12 feet tall these are large, graceful warriors of the
heavens. Their hearts are a source of power for evil spellcasters and it is that
heart which drives many evil clerics to hunt down and slay victariums. The
heart of a victarium is useful as a supplementary spell component for up to a
year after it is removed from the celestials body.
Effect: Aspellcaster who uses this component with any spell must make
a Spellcraft check (DC 20+spell level). On a successful check the caster has
perverted the hearts power and consumed the righteous fury power of the
slain victarium. For six rounds the caster gains a +4 bonus to Strength and
Constitution but suffers a 2 penalty to AC. No other components may be
used in conjunction with this one.
Negative Side Effect: The good power of the victarium cancels the effect
of the spell being cast and inflicts 2d10 points of damage to the caster.
Casting Time Modifier: +2 rounds.
Component Type: M.
Knowledge (Religion) DC: 25.
Weight: 17 lbs.
Value: 525 gp.
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101 Divine Spell Components
Young Child s Heart
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
humanoid child.
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-
bined with the effects of other components.
Negative Side Effect: The casters heart freezes, killing him instantly.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 18.
Weight: <1 lb.
Value: 35 gp.
FIRE DOMAIN
Bones of a Magmin
Description: The bone of a magmin may be used as a supplementary
spell component. The age of the bone makes no difference.
Effect: A spellcaster who uses this component with any spell that
causes damage has that damage increased by 2 points per level of the
caster. The effect of this spell component may not be combined with other
components or damage modifiers.
Negative Side Effect: The casters spell backfires and affects him.
Casting Time Modifier None.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: 2 lbs.
Value: 75 gp.
Fire Elemental s Flame
Description: Using a carefully constructed, magic container, a divine
spellcaster may capture the flame of a fire elemental and use it to empower
his fire domain spells. Capturing the flame requires a touch attack on the ele-
mental.
Effect: Upon casting a Spellcraft check (DC 20) must be made. On a
successful check the spell deals 2d10 damage to one target within ten feet of
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.
Negative Side Effect: The captured flame burns the caster and the spell
is wasted, having no effect. The caster suffers 2d6 points of damage from the
flame.
Casting Time Modifier: None.
Component Type: S, M.
Knowledge (Religion) DC: 22.
Weight: 15 lbs.
Value: 900 gp (250 gp container, 650 gp flame).
Fire Flower
Description: The Fire Flower grows along the banks of the eastern
ocean. Its 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
be used as a divine supplementary spell component.
Effect: A spellcaster who uses this component with any spell that
causes damage has that damage increased by 1d4 points per level of the
caster (maximum 20 points). The effect of this spell component may be
combined with other components or damage modifiers.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 12.
Weight: <1 lb.
Value: None (locally), 35 gp (outside of the area it grows naturally).
Fire Giant s Head
Description: The head of a slain fire giant is a heavy, difficult to use sup-
plementary spell component. Additionally the head must be used within three
weeks of the giants death.
Effect: Three rounds after casting the divine caster is transformed into a
fire giant. This is treated as the spell polymorph self as if cast by a 20
th
level
spellcaster. No other components may be used in conjunction with this one.
Casting Time Modifier: +2 rounds.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: 30 lbs.
Value: 275 gp.
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101 Divine Spell Components
Fire Slime s Remains
Description: A few ounces of a slain fire slime, when properly pre-
served, may be used as a supplementary spell component. To preserve a
fire slimes decaying waste requires a small vial or jar and a Knowledge
(Arcana) check (DC 15). Each small vial or jar preserved takes 5 rounds
of time. If the remains of a fire slime are not preserved within 10 rounds
of the creatures death it may never be used as a supplementary spell
component.
Effect: Upon casting a Spellcraft check (DC 15) must be made. On
a successful check the caster may select one target within 30 feet of him-
self. That target instantly bursts into magical flame, suffering 1d8 points
of damage. A Reflex save (DC 10) may be made by the target to avoid
this effect. No other components may be used in conjunction with this
one.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 14.
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 casters spell backfires and affects him.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: 2 lbs.
Value: 300 gp.
Mage Coal
Description: This gray rock is mined deep underground. When lit the
rock burns brightly for about twenty seconds before it is consumed com-
pletely. While it makes a better arcane spell component it may be used by
divine spellcasters.
Effect: A spellcaster who uses this component with any spell that
causes damage has that damage increased by 2 points. The effect of this
spell component may not be combined with other components or damage
modifiers.
Negative Side Effect: The mage coal bursts into flames, disrupting
the spell being cast. The caster must succeed a Reflex save (DC 12) or
suffer 1d4 points of damage.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 11.
Weight: <1 lb.
Value: 15 gp.
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101 Divine Spell Components
Obsidian Shard
Description: Asingle shard of this black volcanic glass can be dead-
ly in the hands of a divine spellcaster. The destructive forces trapped with-
in the glass enhance fire domain spells.
Effect: A spellcaster who uses this component with any spell that
causes damage has that damage increased by 2d4 points per level of the
caster (no maximum). The effect of this spell component may not be com-
bined with other components or damage modifiers.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: <1 lb.
Value: 15 gp.
Suffered Magical Fire Damage
Description: A spellcaster who has suffered damage from an arcane
[Fire] spell or fire domain divine spell can turn that energy around and
apply it to his fire domain spell. A divine spellcaster has six rounds after
suffering such damage during which he may augment a spell. After that
time the energy is lost.
Effect: A spellcaster who uses this component with any spell that
causes damage must make a Spellcraft check (DC 14+spell level). On a
successful check the damage of the spell is increased by 1/2 the amount
(round up) of damage he suffered from the spell that affected him. The
damage effects of the spell cast may be further augmented with other sup-
plementary spell components though no other aspect of the spell may be
affected by other supplementary spell components.
Negative Side Effect: The casters spell backfires and he suffers the
effects of the spell (which is augmented as if he had succeeded the
Spellcraft check).
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 18.
Weight: None.
Value: None.
GOOD DOMAIN
Angel s Fury
Description: When a good-aligned character is slain in battle with evil
angels across the heavens grow angry, desiring to race to the mortal plane and
destroy the evil creatures responsible. Their duties hold them in check but their
anger burns into the land surrounding the death and can be harnessed for good.
If the caster is within 10 feet of the slain characters body within 10 rounds of
death he may use this fury. This must be used immediately or it is lost.
Effect: Any variables of a spell, when this component is used in casting,
are tripled. The effects of this component may be combined with other sup-
plementary spell components.
Negative Side Effect: The angels fury tears through the caster, inflicting
5d6 points of damage.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 20.
Weight: None.
Value: None.
Celestial s Feathers
Description: While not all celestials appear as angels, many of them
do. As with other winged creatures, the feathers of celestials drop from their
wings during times of stress and conflict. A single feather may be used to
enhance the power of a good domain spell. Feathers can be purchased on the
black market though they are difficult to find. The best place to locate a
celestials feather is either after a great battle or within the upper planes.
Black marketeers have been known to higher powerful adventurers to lead
them into the upper planes.
Effect: Aspellcaster who uses this component with any spell that has a
duration must make a Spellcraft check (DC 10+spell level). On a successful
check the duration of the spell is doubled. No other components may be used
in conjunction with this one.
Casting Time Modifier +2 rounds.
Component Type: M.
Knowledge (Religion) DC: 16.
Weight: <1 lb.
Value: 250 gp.
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101 Divine Spell Components
Pure Leaf
Description: Pure Leaf is a root that grows in the eastern forests.
Dull brown in color, twisted and thin, Pure Leaf is used in shamanis-
tic healing rituals and as a supplementary spell component by some
arcane and divine spellcasters.
Effect: When used in spellcasting the caster may select any two
variables of a good domain spell and make a Spellcraft check (DC 10).
On a successful check those variables are tripled. This component
may be used with any other supplementary spell components.
Negative Side Effect: The casters intelligence and wisdom are
temporarily reduced by 2 points each. This lasts for 1d6 rounds.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: <1 lb.
Value: None (locally), 10 gp (outside of the area it grows natural-
ly).
Silver Tree Bark
Description: A rare, giant tree that grows in the northern forests,
the silver tree is a beautiful giant. A sliver of bark from such a tree is
a powerful supplementary spell component.
Effect: The save DC of spells enhanced by this component is
increased by 2d6. Components or modifiers that affect other aspects
of the spell may be used.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: <1 lb.
Value: None (locally), 50 gp (outside of the area it grows natural-
ly).
Suffered Evil Damage
Description: A good-aligned spellcaster who has suffered damage
from an [Evil] arcane spell or evil domain divine spell can turn that ener-
gy around and apply it to his own good domain spell. Adivine spellcast-
er has one hour after suffering such damage during which he may aug-
ment a spell. After that time the energy is lost.
Effect: A spellcaster who uses this component must make a
Spellcraft check (DC 10+spell level). On a successful check the spell is
cast as if the caster were 10 levels higher than he actually is. No other
components may be used in conjunction with this one.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 14.
Weight: None.
Value: None.
Symbol of an Evil Deity
Description: The symbol of an evil deity, when held to the heavens
during spellcasting, explodes in a burst of energy that the good-aligned
divine spellcaster can use to augment a good domain spell. The holy
symbol must have been taken from a dead evil divine spellcaster.
Effect: The divine caster must succeed a Spellcraft check (DC 15 +
spell level) when using an unholy symbol in his casting. On a failed
check nothing happens (the spell is wasted). On a successful check the
spell duration or range (casters choice) is doubled. No other components
may be used in conjunction with this one.
Negative Side Effect: The casters deity looks unfavorably upon this
use of an unholy symbol. Two rounds after a divine bolt from above that
reduces him to 1d4 strikes casting the caster hit points instantaneously.
Casting Time Modifier: +2 rounds.
Component Type: V, M.
Knowledge (Religion) DC: 22.
Weight: 1 lb.
Value: 20 gp.
HEALING DOMAIN
Healing Potion
Description: It may seem unwise to use a healing potion as a supple-
mentary spell component, especially when in the heat of battle and horri-
bly wounded. But in the hands of a powerful divine spellcaster the
potions power can greatly enhance the healing abilities of many divine
spells.
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101 Divine Spell Components
Effect: When cast the spells healing power is doubled and the heal-
ing power of the potion is added to that total. Example: Cure Light
Wounds cast by a 5
th
level cleric, when using a potion of cure moderate
wounds as a supplementary component, heals 2d8 +10 points of damage
for the spell and 2d8 points of damage for the potion. No other compo-
nents may be used in conjunction with this one.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 16.
Weight: 1 lb.
Value: Varies.
Galangal
Description: These hollow stemmed plants are wrapped in green
leaves and tipped with seed buds that rarely flower. When the seed bud is
boiled and left to cool it creates a soupy substance that can be imbued by
a caster. Drinking this substance improves the healing magics of the cast-
er for a period of 24 hours.
Effect: After casting any healing domain spell the caster is charged
with an ability identical to the paladins lay on hands. This ability must
be used within one hour of casting the spell or it is lost. No other com-
ponents may be used in conjunction with this one.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 18.
Weight: <1 lb.
Value: 3 gp.
Nilbog s Skin
Description: The nilbog is a goblin afflicted with a strange space-
time disease known as Nilbogism. The disease reverses the effects of
damage so that attacks heal nilbogs. By using a half-pound of nilbog skin
in casting, the caster can transfer Nilbogism to the target for a short peri-
od of time.
Effect: The recipient of the spell is inflicted with Nilbogism for a
number of rounds equal to the casters level. During that time any attack
that would damage the infected character actually gains hit points equal
to the damage dealt. The character may gain more than his maximum hit
points but never more than twice his maximum. Once this effect wears
off the character loses 2 hit points per round until back to his maximum
level. No other components may be used in conjunction with this one.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 25.
Weight: <1 lb.
Value: 75 gp.
Soul Stone
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
used frequently in the construction of jewelry such as necklaces and crowns.
Soul stones give off a slight magical radiance and can be detected by detect
magic spells and abilities.
Effect: Asoul stone, when used in casting, heals all characters and crea-
tures within 20 feet of the caster, including the caster. Each is healed by 2d8
points. No other components may be used in conjunction with this one.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 18.
Weight: <1 lb.
Value: 230 gp.
Tannis Leaf
Description: This exotic plant, used by necromancers and arcane wiz-
ards in reanimation and soul-transferring magics, is quite rare. Divine
spellcasters may grind the leaves to create a course powder that enhances
the power of healing spells.
Effect: There is a 10% chance when this item is used as a supple-
mentary spell component that the spell cast will be cast as if the caster
was 2d5 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
Troll s Regenerative Gland
Description: Few know that the regeneration abilities of the troll can
be linked to a set of organs hidden deep within the creatures chest. Eight
of these regenerative glands grow around the heart of a troll, each one
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. Aregenerative
gland has a 10% chance of regenerating a complete troll if left
unwatched. If the gland is investigated for ten minutes each day this can
be stopped but any 48 hour period that passes without someone investi-
gating the gland there is a 10% chance that a troll has regrown. These
glands can be used decades after the trolls death.
Effect: The variable effect of any healing domain spell is tripled. No
other components may be used in conjunction with this one.
Negative Side Effect: The target of the spell is killed instantly as if
hit by power word, kill cast by a 20
th
level wizard.
Casting Time Modifier: +2 rounds.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: 1 lb.
Value: 850 gp.
KNOWLEDGE DOMAIN
Dead Bookworm
Description: The bookworm is a 1-inch long worm that eats the
paper, wood, and leather that is used in the construction of most books. A
dead bookworm, when ground into a powder, makes a supplementary
spell component that can be a powerful boon for the caster.
Unfortunately, properly using this component during spellcasting is not
an easy task.
Effect: Upon casting the character must succeed a Spellcraft check
(DC 25 + spell level). On a successful check the casters Intelligence is
permanently increased by 1 point. The spell functions normally. No other
components may be used in conjunction with this one.
Negative Side Effect: The Intelligence score of the character is per-
manently reduced by 2 points.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion DC: 20
Weight: <1 lb.
Value: 280 gp.
LAW DOMAIN
Capture a Law Breaker
Description: Each time a divine spellcaster who worships a deity of
law captures a law breaker he is granted a small magical bonus by his
god. If the law breaker is turned over to the proper authorities the caster
gains the below effect for any one spell cast within the next week. After
that time the power has faded.
Effect: Three rounds after casting the spellcaster may fire a divine
blast that deals 4d6 points of damage +2 points per character level. This
blast only harms those who do not worship the casters deity. No other
components may be used in conjunction with this one.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 22.
Weight: None.
Value: None.
Judge s Robes
Description: The robes of a deceased judge can be a powerful com-
ponent when used with law domain spells. Only the robes of a career
judge function as described below when used as a spell component. (A
judge who worked for over 20 years in his profession.)
Effect: The spellcaster must make a Spellcraft check (DC 10+spell
level). On a successful check, the spell is cast as if the caster were 1d6
levels higher than he actually is. No other components may be used in
conjunction with this one.
Casting Time Modifier: +2 rounds.
Component Type: M.
Knowledge (Religion) DC: 12.
Weight: 2-4 lbs.
Value: Varies, DMs choice.
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101 Divine Spell Components
Suffered Damage from a
Chaotic Character or Creature
Description: A lawful-aligned spellcaster who has suffered damage
from a chaotic-aligned character or creature can instantly turn the linger-
ing effects of that damage into power that augments a law domain spell.
A divine spellcaster has ften 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 law domain
spell must make a Spellcraft check (DC 12+spell level). On a successful
check the spell is cast as if the caster were 4d6 levels higher than he actu-
ally is. No other components may be used in conjunction with this one.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 16.
Weight: None.
Value: None.
LUCK DOMAIN
Pair of Dice
Description: Any common pair of dice used by gamblers.
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.
Casting Time Modifier: Roll 1d6. On a roll of 1-3 none. 4-6 +1d4
rounds..
Component Type: M.
Knowledge (Religion) DC: 16.
Weight: <1 lb.
Value: 1 gp.
Rogue s Luck
Description: If a divine spellcaster is within 10 feet of a rogue when
he perfectly succeeds any action (player rolls a natural 20) the luck of the
rogue is collected and savored by the spellcaster. This luck may be used
one time but must be used before 30 days have past or it is lost.
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-
ble. There is a 50% chance that the spell cast is not lost but remains pre-
pared even after taking effect. No other components may be used in con-
junction with this one.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 16.
Weight: None.
Value: None.
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101 Divine Spell Components
MAGIC DOMAIN
Antimagic Ring
Description: This valuable magic item, when used in spellcasting, is one
of the most potent supplementary spell components a spellcaster will ever
encounter. It is a legendary event when one of these rings is used as a com-
ponent.
Effect: Upon casting a wave of antimagic energy radiates from the cast-
ers body, buffeting all objects, characters, and creatures within a twenty mile
radius. This functions like the antimagic field spell, disrupting magical
effects and creatures in range of the event. This is instantaneous. No other
components may be used in conjunction with this one.
Negative Side Effect: The caster dies, as if struck by power word, kill.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion DC: 35
Weight: <1 lb.
Value: 118,000 gp.
Dragon s Eye
Description: The single eye of a dragon, when used within two days of
the dragons death, makes a powerful supplementary spell component.
Magically preserved dragons eyes may function as described below (25%
chance of a preserved eye working).
Effect: Upon casting a Spellcraft check (DC 15+spell level) must be made
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
remains in effect for a number of hours equal to the casters character level..
No other components may be used in conjunction with this one.
Negative Side Effect: The spell takes effect normally but then the cast-
ers Intelligence and Wisdom scores are each temporarily reduced by 8
points. This reduction lasts for 24 hours.
Casting Time Modifier: +5 rounds.
Component Type: M.
Knowledge (Religion) DC: 25.
Weight: 1 lb.
Value: 150 gp.
Magic Scroll
Description: Any arcane scroll can be used to enhance the effects of a
divine spell. Scrolls of high-level arcane spells provide greater strength.
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
spell on the scroll 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: 20
Weight: 1 lb.
Value: Varies.
Magical Staff
Description: Any magical staff. This functions as a focus item and is not
consumed in casting. This effect may be used no more than once per day.
Effect: Aspellcaster 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.
Negative Side Effect: The staff is completely consumed in casting and
the spell has no effect.
Casting Time Modifier: +2 rounds.
Component Type: M.
Knowledge (Religion) DC: 25.
Weight: 4 lbs.
Value: Varies.
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101 Divine Spell Components
Antimagic Ring
This ring is usually made from adamantine and is etched with an
array of magical sigils. On command, this ring allows its wearer to
cast antimagic field.
Caster Level: 11
th
; Prerequisites: Forge Ring, antimagic field;
Market Price: 118,000 gp; Weight: .
Mastic
Description: This fern has light green leaves that grow in pairs along
flexible stems. Crushed this plant is used in many arcane rituals and as a spell
component for a few different arcane spells. When boiled a thick, gel-like
substance rises to the top. When cooled and separated this gel can be used to
enhance magic domain spells.
Effect: Aspellcaster who uses this component with any spell that causes
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-
nents may be used in conjunction with this one.
Casting Time Modifier: +2 rounds.
Component Type: M.
Knowledge (Religion) DC: 14
Weight: <1 lb.
Value: 2 gp.
Medusa s Snake Hair
Description: Asingle snake hair of a medusa. For every 24-hour peri-
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
from a medusa killed 3 days earlier (72 hours) has a 30% chance of being
worthless. After 10 days the hair is completely worthless.
Effect: The Spell Resistance of any target(s) affected by the spell when
this component is used is reduced to 1/2. No other components may be used
in conjunction with this one.
Negative Side Effect: The snake comes to life suddenly, biting the caster
and poisoning him (Fortitude save DC 14, initial damage 1d6 temporary
Strength, secondary damage 2d6 temporary Strength). The snake then falls
dead.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 22.
Weight: 4 lbs.
Value: 225 gp.
Wizard s Spellbook
Description: Any common spellbook. The spellbook must be com-
plete and not missing any pages though damaged spellbooks will function
as a supplementary spell component.
Effect: Upon casting the character must succeed a Spellcraft check
(DC 25 + spell level). On a successful check the duration of the spell is
doubled and the caster is infused with the ability to cast one random spell
from the spellbook used (DM determination). For a period of weeks equal
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
with this one.
Negative Side Effect: The spell does not cast and the caster loses all
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.
Component Type: M.
Knowledge (Religion) DC: 22
Weight: Varies, usually 15 lbs..
Value: Varies, usually 100 gp..
MISCELLANEOUS
Circle of Believers
Description: Agroup of five or more worshippers of the casters diety
join hands with him as he chants the praises of his diety and calls for more
power. The other members of the circle must chant the name of the diety
as the caster draws upon the power of their combined belief.
Effect: Any somantic or material components of the spell being cast
are not required when the spell is cast in a circle of believers. Instead, the
caster needs only the believers and his chanting to cast the spell. At the end
of casting the character must succeed a Spellcraft check (DC 20 + spell
level). On a failed check the spell functions normally (though the soman-
tic and material component requirements of the spell are still ignored). On
a successful check all numerical values of the spell are multiplied by three
plus one per member of the circle over five. No other components may be
used in conjunction with this one.
Casting Time Modifier: +3 rounds.
Component Type: V.
Knowledge (Religion) DC: 25.
Weight: None.
Value: None.
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101 Divine Spell Components
Darkness Demon s Heart
Description: These ten foot tall demons are a powerful opponent in
combat but, when slain, their heart can be preserved and used as a supple-
mentary spell component. Preserving a darkness demons heart requires a
Knowledge (Arcana) check (DC 12) and five hours of uninterrupted time.
The heart of a darkness demon must be preserved within 24 hours of the
creatures death or it is unusable as a supplementary spell component.
Effect: Upon casting, the spellcaster is charged with a minor form of the
darkness demons endless darkness ability. For a period of one year, once
per day the caster may cast darkness as an innate ability (this is a free
action). No other components may be used in conjunction with this one.
Negative Side Effect: The caster is consumed by the demons heart.
Five rounds after casting magical darkness swallows the caster whole,
removing him from this plane of existence completely. The caster instantly
emerges within an alternate plane of existence that is overcome by magical
darkness. Many demons and aberrations (all with darkvision and blind-
fighting) live within this dark plane. The casters survival is a matter of luck
and the DMs whim.
Casting Time Modifier: +2 rounds
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: 15 lbs.
Value: 275 gp.
Draconic Ancestry
Description: Those with the blood of dragons coursing through their
veins are more powerful spellcasters than other mortals. Many sorcerers,
it is well known, are the offspring of dragons. What is unknown is just
how many others in the world have a dragon as an ancient ancestor.
Effect: A divine spellcaster with the Draconic Bloodline feat (see
box) may, once per day, use his draconic ancestry to enhance the power
of any arcane or divine spell. If the spell causes damage that damage is
improved by 1 point per level of the caster (maximum 20 points). If the
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.
Negative Side Effect: The spell does not cast but is lost. In addition,
the caster suffers 2d6 points of damage as his draconic blood begins to
boil, rebelling against the failed spell.
Casting Time Modifier: +5 rounds
Component Type: S
Knowledge (Arcana or Religion) DC: 15
Weight: None
Value: None.
Dried Reclaimer Beetle s Shell
Description: These black-shelled beetles live in the underground
where they collect dead organic material and waste in order to construct
their nests. Many underground cities are infested with the creatures. A
reclaimer beetles shell, when allowed to dry for a week, is useful as a
supplementary spell component.
Effect: Immediately after casting, the spellcaster is charged with the
spell insect plague, which he may cast as if he was a 20
th
level spell-
caster. This spell must be cast within 10 rounds or it is lost. No other
components may be used in conjunction with this one.
Negative Side Effect: The spell casts normally and immediately the
caster is in the center of insect plague as if cast by a 20
th
level caster.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: <1 lb.
Value: 26 gp.
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101 Divine Spell Components
DRACONIC BLOODLINE
You are distantly descended from a dragon. Although you may
show no outward signs of your draconic heritage, sorcery comes
more easily to you than others.
Benefit: You may choose one energy descriptor (fire, acid, elec-
tricity, or cold). You receive a +1 on all saves against attacks with
this descriptor. In addition, Sorcerer is always a favored class for
you, in addition to the class granted by your race.
Special: You may only take this feat as a 1
st
level character.
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 scarabs former master. The caster is struck by a divine blast that
deals 5d6 points of damage. AWill 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
Description: These diminutive vermin, when crushed to a fine pow-
der, can be used to inflict a deadly side effect on targets of divine spells.
It takes a dozen rot grubs ground together to create enough powder to act
as a supplementary spell component.
Effect: Upon casting a Spellcraft check (DC 15) must be made. If the
check is successful the target of the spell temporarily loses 2d6 points of
Constitution. If the spell affects more than one target each suffers one
point of temporary Constitution damage. No other components may be
used in conjunction with this one.
Casting Time Modifier: +2 rounds.
Negative Side Effect: The casters Constitution is temporarily
reduced by 3d6 points.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: <1 lb.
Value: 50 gp.
Religious Tome
Description: Abible or other religious book of the casters deity, when
read, can enhance the effect of any divine spell. Using the book in this way
destroys a single page and not the entire book.
Effect: Upon casting a Spellcraft check (DC 15 + spell level) must be
made. On a successful check the spell cast is not lost (remains prepared). No
other components may be used in conjunction with this one.
Casting Time Modifier: +20 rounds.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: Varies.
Value: Varies.
Sacred Ground
Description: Casting within the church or other sacred location of a
divine spellcasters deity can greatly improve the effects of a spell. This is
why so many clerics choose to use their healing spells within the confines of
their church.
Effect: Any variables of a spell, when this component is used in casting,
are doubled. Example: A spell that normally heals 1d6 points now heals 2d6
points when cast within the spellcasters church. Additionally, if the caster
succeeds a Spellcraft check (DC 15 + spell level) the spell is not lost when
cast and can be cast again. No other components may be used in conjunction
with this one.
Casting Time Modifier: + number of rounds equal to the spells level.
Component Type: V.
Knowledge (Religion) DC: 12.
Weight: None.
Value: None.
PLANT DOMAIN
Aletris
Description: This plant has triangular fan-shaped leaves and clusters
of pale blue-violet flowers. Its traditionally used as a component by
arcane spellcasters and an incense by many religious organizations. Just a
single leaf of the plant, when used in the casting of plant domain spells,
can create marvelous effects.
Effect: The round after casting obscuring mist, as if cast by a tenth
level spellcaster, is automatically centered on the target of the previous
spell (if there was no single target the spellcaster may pick a centerpoint).
No other components may be used in conjunction with this one.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: <1 lb.
Value: 2 gp.
Cloth of Gold
Description: This rare plant has a tough stalk thats gold and green in
color and is wrapped in thick leaves. Asix-petaled star-shaped flower gold and
white in color decorates the end of the stalk. Aleaf from one of these flowers,
when pressed and dried, functions as a supplementary spell component.
Effect: Upon casting a Spellcraft check (DC 15) must be made. On a suc-
cessful check the caster gains speak with animals as a natural ability that may
be used once a day for 30 days. ). No other components may be used in con-
junction with this one.
Casting Time Modifier: None.
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101 Divine Spell Components
Component Type: M.
Knowledge (Religion) DC: 25.
Weight: <1 lb.
Value: 5 gp.
Magirose
Description: These magically-created roses are jet black in color with
deep blue flowers specked with white. They are often called starlit roses.
Druids and other divine spellcasters use them in the casting of plant domain
spells.
Effect: Upon casting a plant elemental is summoned as if the caster had
cast summon monster iii. 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: 15 gp.
Spear of Wood
Description: A wooden spear, when carefully crafted using nothing
but natural tools, can be used by divine spellcasters to enhance the power
of their plant domain spells.
Effect: The spellcaster must make a Spellcraft check (DC 10+spell
level). On a successful check, the spell is cast as if the caster were 2d4
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: 16.
Weight: 5 lbs.
Value: 2 gp.
PROTECTION DOMAIN
Holly Berries
Description: Holly has wax-like leaves and red or white berries. This
plant is sacred and has many uses for those who believe in its power to bring
good luck and to protect an individual from evil. The berries, when cut from
the plant, can be used to create a thick juice-like syrup that enhances the
power of protective domain spells.
Effect: Any protective spells cast with this component has all variables
doubled except for duration; duration is multiplied by 1d4+1. No other com-
ponents may be used in conjunction with this one.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 10.
Weight: <1 lb.
Value: 1 gp.
Paladin s Shield
Description: The shield of a paladin who was slain while fighting
evil creatures is infused with holy power. Good-aligned divine spellcast-
ers can use this trapped power to augment any protection domain spell.
Effect: Upon casting the spell cast is lost but has no effect. Instead,
antimagic field as if cast by a 20
th
level caster is cast. Also, the cast-
ers hit points are fully recharged. This component may not be used with
any other supplementary spell component.
Casting Time Modifier: Casting time is reduced to a free action.
Component Type: V, M.
Knowledge (Religion DC: 25
Weight: Varies by size of shield.
Value: Varies by size of shield.
Tamarisk
Description: Tamarisk grows on straight hollow stems that stand
close to three feet. The plant is topped with small branches that are cov-
ered with gold flowers during the summer months. When crushed into a
fine powder, tamarisk may be used by divine spellcasters as a supple-
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
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
modified by other supplementary spell components.
Casting Time Modifier: None.
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101 Divine Spell Components
Component Type: M.
Knowledge (Religion) DC: 15
Weight: <1 lb.
Value: 5 gp.
STRENGTH DOMAIN
Barbarian s Blood
Description: A few drops of blood from a barbarian can greatly
enhance the power of a divine spellcasters strength domain spells. This
blood must be fresh, taken from a living barbarian. If the blood was taken
more than 10 rounds before it is used it is worthless as a supplementary
spell component and has no effect.
Effect: Any variables of a spell, when this component is used in cast-
ing, are doubled if the caster succeeds a Spellcraft check (DC 10+spell
level). No other components may be used in conjunction with this one.
Negative Side Effect: The caster immediately loses 2d10 hit points.
If the barbarian is of the same alignment as the caster this effect takes
place even if the Spellcraft check does not result in a 1.
Casting Time Modifier: + number of rounds equal to the barbarians
level.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: None.
Value: None.
Horn of a Minotaur
Description: Asingle horn from a minotaur. The age of the horn has
no affect on its use as a supplementary spell component.
Effect: The spellcaster must make a Spellcraft check (DC 20). On a
successful check the caster gains a +2d4 enhancement bonus to Strength
for a number of rounds equal to his caster level. No other components
may be used in conjunction with this one.
Negative Side Effect: The caster permanently loses one point of
Strength.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 16.
Weight: 21 lbs.
Value: 315 gp.
SUN DOMAIN
Absorbing an Arcane [Light] Spell
Description: A divine spellcaster of the sun domain can absorb the
power of an arcane [Light] spell and use that power to enhance his own
spells. Companions have been known to work together in order to chan-
nel their magical powers into a more powerful spell. Any [Light] arcane
spell cast within 100 feet of the divine spellcaster can be instantly
absorbed and the absorbed energy reused. This energy must be used with-
in 10 rounds of being absorbed.
Effect: As soon as an arcane [Light] spell is cast the divine spell-
caster attempting to steal the power and the caster of the spell must both
roll 1d20 and add their Int bonus. If the divine casters roll is equal to or
greater than the arcane spellcasters roll then the divine spellcaster has
absorbed the spell in question and it has no effect.
Now, once during the next ten rounds the divine spellcaster can
enhance a sun domain spell with this absorbed power. He mast make a
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
conjunction with this one.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 22.
Weight: None.
Value: None.
Burning Torch
Description: A lit torch may be used as a supplementary spell com-
ponent.
Effect: The caster must succeed a Spellcraft check (DC 15). If suc-
cessful the flame from the torch is extinguished and is fired from the cast-
ers fingertips (treat like flame arrow as if cast by a 10
th
level character).
Negative Side Effect: The casters 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: S, M.
Knowledge (Religion) DC: 10.
Weight: <1 lb..
Value: 1 gp.
Cave Moth s Wings
Description: The cave moth lives deep underground and, when
exposed to light, goes into an insane rage attacking anything near it.
Many adventurers have been slain by swarms of these harmless-looking
insects. The wings of a dead cave moth may be separated from its body
(Reflex check DC15) and used as a supplementary spell component.
Effect: Upon casting a Spellcraft check (DC 5+spell level) must be
made. On a successful check the caster gains the light rage ability of the
cave moth for 1d6 rounds. During that time the casters Strength and
Constitution gain a +4 enhancement bonus. No other components may be
used in conjunction with this one.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: <1 lb.
Value: 10 gp.
Flash Sphere
Description: These small glass globes are usually shattered to
release a momentary flash of light. It is also possible for the sphere to be
used as a supplementary spell component.
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
of the spell are not needed. The effects of this component may be com-
bined with one other supplementary spell component.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: 1 lb..
Value: 80 gp.
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101 Divine Spell Components
Solar Eclipse
Description: It is well known that a solar eclipse is a source of great
power. How exactly to harness that power, on the other hand, is not well
known. During a solar eclipse a divine spellcaster may draw upon the power
of the moment to power spells of the sun domain. Any single spellcaster
may only use this supplementary spell component once per solar eclipse.
Effect: When used as a spell component the spellcaster must make a
Spellcraft check (DC 18+spell level). On a successful check the spell effects
are determined as if the spellcaster was 4 levels higher than he actually is.
On a failed check, there is still a 40% chance that the spell functions as if
cast by a spellcaster 1 level higher. This component may not be used with
any other supplementary spell component.
Negative Side Effect: The caster has unknowingly cursed everyone in
the world. The deities of the sun prolong the eclipse as a punishment for
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
required Spellcraft check.
Casting Time Modifier: None.
Component Type: V, S
Knowledge (Religion DC: 25
Weight: None.
Value: None.
TRAVEL DOMAIN
Bird s Wings
Description: The wings of any common bird, when separated from its
body and preserved in alcohol, can be used as a supplementary spell com-
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.
Shoe of a Horse
Description: A common horseshoe, but only one from a horse that
has traveled 60 miles or more while wearing the shoe.
Effect: A spellcaster who uses this component with any spell with a
duration must make a Spellcraft check (DC 12+spell level). On a suc-
cessful check the duration of the spell is doubled. The extended duration
effect of this component may not be combined with any other modifier to
the spells duration. Components or modifiers that affect other aspects of
the spell may be used.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: 1 lb.
Value: 5 cp.
TRICKERY DOMAIN
Jester s Hat
Description: These odd hats, adorned with bells, may be used as a
supplementary spell component.
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
of the spell are not needed. The effects of this component may be com-
bined with other supplementary spell components.
Casting Time Modifier: None.
Component Type: M.
Knowledge (Religion) DC: 15.
Weight: 3 lbs.
Value: 6 gp.
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WAR DOMAIN
Heat of Battle
Description: During a major battle (twenty or more combatants
total) a divine spellcaster of the war domain finds that his spells are more
powerful.
Effect: In any combat with twenty or more combatants all war
domain spells cast by the character deal 1d6 points of damage to any indi-
vidual targeted or caught within the spells area of effect. This component
may not be used with any other supplementary spell component.
Casting Time Modifier: None.
Component Type: S.
Knowledge (Religion) DC: 25.
Weight: None.
Value: None.
Long Sword
Description: Any long sword that has tasted enemy blood may be
used as a supplementary spell component. If the long sword is magical it
functions as a divine focus item and is not consumed in casting.
Effect: A spellcaster who uses this component with any spell that
causes damage has that damage increased by 1d4+1 points. The effect of
this spell component may not be combined with other components or
damage modifiers.
Casting Time Modifier: +1 round.
Component Type: M.
Knowledge (Religion) DC: 20.
Weight: 4 lbs.
Value: 15 gp (more if its a magical weapon).
WATER DOMAIN
Fresh Water
Description: Agallon of water recently taken from a flowing river or
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.
Effect: When used as a supplementary spell component, the caster
must make a Spellcraft check at the time of casting (DC 15 + spell level).
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 casters spell slots. No
other components may be used in conjunction with this one.
Casting Time Modifier: None
Component Type: M
Knowledge (Religion DC: 18
Weight: Approximately 6 lbs.
Value: None
Handful of Strangle Weed
Description: Looking much like seaweed, strangle weed is a large
plant that assaults others and drags them to their death beneath the water.
It is useful as a supplementary spell component but only if it has been
kept in its native waters (a container with strangle weed and water
scooped from the plants original home works best). Only dead strangle
weed works as described below.
Effect: This component may only be used with spells that target a
single individual. Upon casting a Spellcraft check (DC 15) must be suc-
ceeded by the caster. On a successful check the handful of strangle weed
flys forth and wraps around the neck of the target. It is now a living stran-
gle weed that attacks the target for 1d4 rounds at which point it drops to
the ground, dead again. If it lands in water there is a 10% chance that this
same handful of strangle weed will grow into a living, full-size strangle
weed in 1d20 rounds.
On a failed check the spell behaves normally and the handful of
strangle weed is wasted.
The effects of other supplementary spell components may be com-
bined with the strangle weed effects.
Casting Time Modifier: None
Component Type: M, S.
Knowledge (Religion DC: 14.
Weight: Approximately 2 lbs..
Value: 320 gp.
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101 Divine Spell Components
OPEN GAME LICENSE Version 1.0a
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Open Game License v 1.0 Copyright 2000, Wizards of
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System Reference Document Copyright 2000, Wizards
of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E.
Gary Gygax and Dave Arneson.
101 Arcane Spell Components Copyright 2002, 2003
Philip Reed, www.philipjreed.com
101 Divine Spell Components Copyright 2003 Philip
Reed, www.philipjreed.com
Adherer from the Tome of Horrors, Copyright 2002,
Necormancer Games, Inc.; Author Scott Greene and
Clark Peterson, based on original material by Guy
Shearer.
Aerial Servant from the Tome of Horrors, Copyright
2002, Necormancer Games, Inc.; Author Scott Greene
and Clark Peterson, based on original material by Gary
Gygax.
Alchemy & Herbalists Copyright 2002, Bastion Press,
Inc.
Arcana: Societies of Magic, Copyright 2001, Kevin
Brennan and James Maliszewski.
The Avatars Handbook, Copyright 2002, Green Ronin
Publishing; Authors Jesse Decker and Chris Thomasson
Bookworm from the Tome of Horrors, Copyright 2002,
Necormancer Games, Inc.; Author Scott Greene, based
on original material by Gary Gygax.
Book of the Righteous, Copyright 2002, Aaron Loeb
Coffer Corpse from the Tome of Horrors, Copyright
2002, Necormancer Games, Inc.; Author Scott Greene,
based on original material by Simon Eaton.
Dungeoncraft Copyright 2003, Fantasy Flight
Publishing, Inc.
Open game content from Encyclopaedia Arcane:
Necromancy Beyond the Grave copyright 2001,
Mongoose Publishing
Ghoul Wolf from the Tome of Horrors, Copyright 2002,
Necormancer Games, Inc.; Authors Clark Peterson and
Scott Greene.
Legions of Hell, Copyright 2001, Green Ronin
Publishing; Author Chris Pramas
Nilbog from the Tome of Horrors, Copyright 2002,
Necormancer Games, Inc.; Author Scott Greene, based
on original material by Roger Musson.
Rot Grub from the Tome of Horrors, Copyright 2002,
Necormancer Games, Inc.; Author Scott Greene and
Clark Peterson, based on original material by Gary
Gygax.
Secret College of Necromancy, Copyright 2002, Green
Ronin Publishing; Authors David Zeb Cook and
Wolfgang Baur
Strangle Weed from the Tome of Horrors, Copyright
2002, Necormancer Games, Inc.; Author Scott Greene,
based on original material by Gary Gygax.
Unveiled Masters, Copyright 2003, Paradigm Concepts,
Inc.
Wrath & Rage: AGuidebook to Orcs & Half-orcs, copy-
right 2002, Green Ronin Publishing; Author Jim
Bishop.
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101 Divine Spell Components

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