101 divine spell components

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    Requires the use of theDungeons andDragons Players Handbook, Third Edition,

    Published by Wizards of the Coast.

    written byPhilip Reed

    illustrated by Christopher Shy

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    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 thesecrets 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 D ivi ne Spell Components

    DIVINE.ARCANE.WHOCARES?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 asa guideline for such a project. This would be a massive task and

    should not be attempted by DMs who are pressed for time.

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    AIRDOMAINA 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.

    ANIMALDOMAINBirth 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 componentsof 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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    The Components

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    Casting Time Modifier: +1 round.

    Component Type: M.

    Knowledge (Religion) DC: 22.

    Weight: 5 lbs.

    Value: 650 gp.

    Suffered Damage from a Lawful Character orCreature

    Description: A chaotic-aligned spellcaster who has suffered damage

    from a lawful-aligned character or creature can instantly turn the linger-

    ing effects of that damage into power that augments a chaotic domain

    spell. The spellcaster has 2d4 rounds after suffering such damage during

    which he may augment a spell. After that time the ability is lost.Effect: A spellcaster who uses this component with any chaotic

    domain spell must make a Spellcraft check (DC 1d10+spell level). On a

    successful check the spell is cast as if the caster were 1d20 levels higher

    than he actually is. No other components may be used in conjunction with

    this one.

    Casting Time Modifier: +1d4 rounds.

    Component Type: S.

    Knowledge (Religion) DC: 30.Weight: None.

    Value: None.

    Troll s Heart

    Description: The heart of a troll, when left in the summer sun for two

    weeks, grows hard and black. This hardened heart may be used by divine

    spellcasters as a supplementary spell component.

    Effect: A spellcaster who uses this component with any spell thatcauses 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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    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 powerof 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 dragonof 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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    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 roundsof 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 thisone.

    Casting Time Modifier: None.

    Component Type: M.

    Knowledge (Religion) DC: 14.

    Weight: 1 lb.

    Value: 45 gp.

    Hooves of a NightmareDescription: 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 becombined 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:

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    Suffered Damage from aChaotic 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 domainspell 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.

    LUCKDOMAINPair 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:

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    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 aremystically 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. A Will save (DC 25) cuts the damage in half.

    Casting Time Modifier: None.Component Type: S, M.

    Knowledge (Religion) DC: 14.

    Weight:

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    Casting Time Modifier: +1 round.

    Component Type: S, M.

    Knowledge (Religion) DC: 10.

    Weight:

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