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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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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