Living in a material world
Where and how to scrounge up spell components
by Michael Dobson


 
The magic shop Expedition outfitters The alchemist Druids and temples Gathering
Gems Going shopping Fabricated items Variable spells Reusable items
Spell substitutions Selling material components Using the system Conclusion -
Dragon 81 - Best of Dragon Vol. IV - Dragon

" Fillet of a fenny snake,
In the cauldron boil and bake;
Eye of newt and toe of frog,
Wool of bat and tongue of dog,
Adder's fork and blind-worm ?s sting,
Lizard's leg and howlet's wing, <>
For a charm of powerful trouble,
Like a hell-broth boil and bubble. "
-- Macbeth, Act IV, Scene I

Although the AD&D? magic system does
not require quite the same range of material
spell components as did Macbeth's witches,
what components it does require are often
difficult to find and use in play. As a result,
many DMs may choose to
ignore, omit, or just assume the presence of
material spell components used by player
and non-player characters.

The PH is of little help. It
says only, "Material components for spells
are assumed to be kept in the folds and
small pockets of the spell caster's garb. Of
course, some materials are too bulky, and in
these cases the materials must be accounted
for carefully. Also, some materials are rare,
and these must be found and acquired by
the spell user."

How are material spell components found
and acquired? This is a problem not
addressed in the rule books; as a result of
that, this article is designed to supply the
missing information. As with all other
unofficial game additions, the DM should
feel free to add to, subtract from, or otherwise
modify this material.

In a world in which wizardry is relatively
common, there must be places where spell
materials can be bought. In some areas, the
local Wizards' Guild might operate a private
shop for its members; in smaller areas
a witch or herbalist might sell selected items
to the traveling sorcerer/adventurer. A well-
equipped expedition outfitter might contract
with a local witch or wizard to sell spell
components. Alchemists, druids, cloistered
clerics, and others might sell material spell
components appropriate to their professions.
The careful shopper could find many
of the required items in local stores. And,
some spell items are so common (a piece of
rock, a bit of mud) that they can be had for
the taking.

The magic shop

Magic shops are found in virtually all
cities, in some towns, and occasionally in
some dark wood or cave. (The latter are
frequently run by witches, who also sell love
potions and cures to the local peasants.)
Some shops are private, selling only to
members of a specific Wizards' Guild, or
only to spell casters of selected alignments.
Witches may have been persecuted, and
therefore would not be inclined to trust or
to deal easily with strangers.

Magic shops will normally carry the full
range of material spell components for
magic-user and illusionist spells. They will
also carry cleric or druid spell components
only when those spells are the same as
magic-user or illusionist spells. They do
not, as a rule, sell gemstones which are
necessary for spell action (see the section on
gems below), nor do they commonly sell
items which must be fabricated (see the
section on fabricated items).

The markup on material spell components
for sale in magic shops is very high --
often more than 1,000% . The sale price is
either 10 times the sum of the costs of the
components (see Table V for this information)
or 10 gp per level of the spell, whichever
is higher.

Items purchased in a magic store are prepackaged
and ready for immediate use.

They are provided in a leather pouch, iron
or glass flask, or small box as appropriate.
The following tables should be used to
determine availability of material spell
components:

Table I
The magic shop
Base chance to have component(s): 100%
Modifiers:

  • Subtract 10% for each spell level over 2nd (e.g., 5th level = -30%)
  • Add 10% for each level of the shop proprietor above 3rd (e.g., 5th level = +20%)
  • Subtract 30% if the spell is of a different class than the proprietor (e.g., buying cleric spell components in a shop run by a magic-user)
  • Adjust by level of rarity (Table II) and
  • size of city/town (Table III)

  •  

     
     
     
     
     
     
     
     
     
     
     

    Table II
    Levels of rarity
    Everyday. . . . . . . . . . . . . . . . .+30%
    Common . . . . . . . . . . . . . . . . . .0%
    Uncommon. . . . . . . . . . . . . . .-10%
    Scarce . . . . . . . . . . . . . . . . . . .-20%
    Rare. . . . . . . . . . . . . . . . . . . . .-40%
    Very Rare . . . . . . . . . . . . . . . .-60%

    Table III
    Size of city/town
    Major city (20,000+). . . . . . . . . . . .+30%
    Large city (10,000-19,999) . . . . . .+20%
    Medium city (5,000-9,999). . . . . .+10%
    Large town (3,000-4,999). . . . . . . . .0%
    Medium town (2,000-2,999). . . . .-10%
    Small town (1,000-1,999) . . . . . . .-20%
    Village (500-999) . . . . . . . . . . . . . .-30%
    Hamlet (100-499). . . . . . . . . . . . . .-40%
    Crossroads (Less than 100). . . . . .-50%

    All results of 100% or more mean that
    the desired items are available in unlimited
    supply. Totals between 01% and 99%
    require the appropriate percentile roll;
    successive rolls are required if more than
    one of any particular item is desired. The
    first failed roll indicates that the supply of
    the item is exhausted. If the adjusted total is
    0% or lower, then spell components are not
    available in any quantity.

    Expedition outfitters
    Most towns and cities have at least one
    store devoted to filling the needs of adventurers.
    Depending on the community, they
    might be known as expedition outfitters,
    general stores, or ships? chandlers. They
    stock a wide range of everyday items,
    including most of the basic equipment and
    supplies listed in the PH on
    pages 35-36. (Note that at such stores ?the
    average costs will be higher because these
    traders are middle-men.?)
    From time to time, one of these stores
    may arrange a contract with a local magicuser
    or witch to provide material spell components
    for the needs of traveling
    adventurers. The base chance for such an
    arrangement is 50% adjusted by the size of
    the city/town (Table III), or as desired by
    the DM.
    The chance of a store having particular
    material spell components is determined as
    for a magic shop, but at -30%. The level of
    the shop proprietor is replaced with the level
    of the witch/wizard supplying the store.
    The price of material spell components
    purchased through one of these stores is 15
    times the sum of the costs of the components
    (Table V) or 15 gp per level of the
    spell, whichever is higher. As with the
    magic shop, gems and fabricated items are
    normally not available; see the appropriate
    sections of this article.

    Alchemist
    The AD&D alchemist is a combination of
    chemist, bio-chemist, pharmacist, and
    magical researcher. Because of the nature of
    this work, the alchemist is frequently in the
    possession of material spell components. An
    alchemist may manufacture potions for a
    magic-user using the rules for costs and
    time as given in the DMG, pages 116-117.
    (Editor's note: See
    the BEST OF DRAGON® Vol. III anthology
    for an example of the alchemist
    described as a character class.)
    <(The Alchemist)>

    Although
    only magic-users of 7th level or higher may
    employ alchemists on a permanent basis,
    others may consult them for answers to
    specific questions related to their field of
    expertise.
    Nearly all alchemists will be found in
    cities or large towns. They are part of a
    formal or semi-formal brotherhood. Their
    consulting rate is 100-150 gp per day. Some
    alchemists only consult, being primarily
    involved in their magical research. Others
    operate shops where a variety of alchemical
    and pharmaceutical substances, both magical
    and unmagical, can be obtained.
    Alchemists who operate stores may also
    sell other material spell components. The
    base chance for such an arrangement is
    50% adjusted by the size of the city/town
    (Table III), or as desired by the DM. The
    level of the "shop proprietor" is used as the
    level of the alchemist running the shop. As
    provided in Table I, subtract 30% if the
    components for the desired spell do not
    involve substances used in alchemy, or are
    not of spells usable by alchemists.
    Prices are identical to those charged by
    expedition outfitters; see the preceding
    section of text.

    Druids and temples

    Druid spells and cleric spells normally
    require a smaller range of material spell
    components than magic-user spells and
    illusionist spells do.
    A druidic order will normally be based in
    a grove or other natural setting. The members
    tend to have the full range of druid
    spell components (but of course only ?borrowed
    ? mistletoe), and make them available
    to druids, rangers, and bards who are part
    of their order or who tithe generously. Table
    V notes those items which can only or best
    be obtained from a druid. Druids may also
    deal with persons outside the faith; the
    chance of such an occurrence is 50%) plus
    (or minus) the non-druid's charisma reaction
    adjustment, minus 10% for every
    alignment step the non-druid differs from
    true neutral.
    Clerics would always prefer to deal with a
    temple to their deity when attempting to
    procure material components, but can also
    deal with a temple to an equivalent deity, in
    stature and alignment, or at a minimum
    with a temple of identical alignment.
    Cleric spells normally require the use of a
    holy symbol, prayer beads, or similar
    devices. I recommend that it be assumed
    that 1st-level clerics receive one appropriately
    prepared and consecrated holy symbol
    as part of their ordination. Any other holy
    symbols or other such items will have to be
    either prepared by the cleric when he is able
    to cast the holy symbol spell (see issue #58
    of DRAGON® Magazine), or be obtained
    from a temple of identical faith.

    Another frequently required material
    spell component is holy (or unholy) water.
    This should be available at the listed PH cost from any temple of the <Water, Holy*, vial - 25 gp, 2.5# * or Unholy>
    appropriate alignment: a good church will
    produce holy water, an evil church unholy
    water, and a neutral church none at ail.
    Many temples will have clerical only spell
    components for sale, but will sell them only
    to clerics of appropriate alignment. The
    base chance of a temple selling such components
    is 80% adjusted by the size of the
    city/town; all other factors are calculated as
    for a magic shop, with the level of the highest
    cleric used as the level of the "shop
    proprietor." Prices are 10 times the sum of
    the costs of the components or 10 gp/level of
    the spell, whichever is higher. A tithe, sacrifice,
    or large donation is advisable.

    Gathering
    A number of material spell components
    can most easily be obtained just by going
    out and gathering them. Anything not
    fabricated and not refined can be gathered.
    To determine the chance of gathering a
    particular material spell component, use the
    following equation: a base chance of 100%,
    adjusted by the item's level of rarity times
    two, plus 1% for each day spent searching,
    plus 2% per day for each additional
    searcher beyond the first. Roll the adjusted
    chance once per day until the desired item
    is found, or the search is given up. If the
    chance to find the item is exactly 100%, it
    can be found after one full day's search
    (approximately 12 hours). For every 10%
    over 100%, the searching time drops by two
    hours. If the chance to find the item is
    160%, then the item is found instantly.
    The DM should use discretion
    in determining whether a certain item
    can be gathered or not, based on his knowledge
    of the campaign area. If the spell
    caster insists on looking, roll the dice every
    day, but if the item is simply not to be
    found, the outcome is always negative
    regardless of what the dice read.

    Gems
    A large number of spells require gems,
    jewelry, or precious metals as part of the
    material component. There are two basic
    ways of obtaining such items: the spell
    caster may retain gems found during adventures,
    or he may purchase them from a
    jeweler, gem dealer, or (occasionally) a
    moneylender who assays and deals in precious
    stones.
    In the case of many of the spells, the cost
    in gold pieces of the gems required is
    defined; otherwise the tables in the DMG, pp. 25-27, should be <>
    consulted for representative prices.
    The chance of a particular dealer having
    the required gems is determined by the
    following formula: a base chance of 100%,
    adjusted by the rarity of the gem (see Table
    IV) and the size of the city/town, plus 20%
    if the shop is large, no adjustment if the
    shop is medium-sized, and minus 10% if
    the shop is small.

    Powdered gems may be prepared by any
    gem dealer. If the spell caster wishes to have
    his own gems powdered by a jeweler, the
    cost is 10% of the value of the gem(s).
    Gold and silver items can be made by
    goldsmiths and silversmiths; this is
    described in more detail in the section on
    fabricated items. Jewelers and moneylenders
    can provide certain gold items, including
    gold dust, gold coins, and some
    fabricated items. Silversmiths can make the
    full range of silver items; so can many
    jewelers.

    Table IV
    Gems

    Level of rarity of gems:
    Ornamental stones Common
    Semi-precious stones Uncommon
    Fancy stones Scarce/Rare *
    Gem stones Rare/Very Rare *
    * - Within the categories of gems,
    some are noted as having a base price
    five times higher than average. These
    should be treated as being one rarity
    level higher than others in the same
    category.

    Gems used in spells:
    Agate Ornamental/
    Common
    Amber Fancy/Scarce
    Amethyst (crushed) Fancy/Scarce
    Citrine Semi-Precious/
    Uncommon
    Corundum Gem/Rare
    Diamond Gem/Very Rare
    Moonstone Semi-Precious/
    Uncommon
    Opal, Black Gem/Rare
    Pearl Fancy/Scarce
    Pearl, Black (crushed) Fancy/Rare
    Ruby (powdered) Gem/Very Rare
    Sapphire, White Gem/Rare
    Topaz Fancy/Scarce
    Several spells call for a "large gem" or "a
    gem worth at least 5,000 gp." These should
    always be treated as Gem Stones (Rare),
    except those of 5,000 gp or greater value,
    which should be treated as Gem Stones
    (Very Rare).

    Going shopping

    Of course, not all communities have a
    magic store, or an alchemist, or even an
    expedition outfitter. Not all stores which do
    carry material spell components as such will
    have all the items in stock that a spell caster
    may desire. In addition, as noted, the prices
    that magic dealers charge is well in excess of
    the going prices on the open market.

    The following table is a master list of
    material spell components, their level of
    rarity, their "normal" cost (perhaps subject
    to change based on demand or availability),
    and a list of shops or other sources where
    they might be obtained. Not all communities
    will have all the various types of stores
    listed; some will have stores not listed. If a
    player wishes to attempt to buy material
    spell components in a shop not described in
    the following table, the DM should allow it
    if, in his opinion, there is a reasonable
    chance that the shop might carry the desired
    item. Omitted from this list are gem stones,
    holy symbols, and fabricated items, all of
    which are discussed in other sections of this
    text.

    The rarity of each item was determined
    assuming a temperate (European) climate
    and the proper season, especially for botanical
    products. If this does not describe your
    campaign situation, the DM should adjust
    the rarity level and cost accordingly.
    It will be necessary for the spell caster to
    purchase or obtain appropriate containers
    for the components, and to spend time
    preparing the mixtures for rapid casting.
    This should be a part of preparing and
    memorizing spells prior to an adventure.
    Failure to do this will substantially extend
    the spell casting times listed in the PH, which assume that the material
    spell components are ready and available.
    Sources already described -- magic
    shops, expedition outfitters, alchemist
    shops, druid orders, cleric temples, and
    jewelers -- are not listed except when those
    stores are the optimum (or only) place to get
    a certain item.

    The base chance for one of the listed
    stores to have the given component is
    100%, adjusted by the item?s level of rarity
    and the size of the city/town.

    Table V
    Material spell components

    1. Acid, strong (Uncommon; 1 gp/oz.): alchemist, brickmaker, engraver, stonecutter
    2. Acorns (Common; 5 cp/lb.): druid, gathering
    3. Adder stomach (Scarce; 5 gp/ea.): magic shop
    4. Alcohol, grain (Common; 1 gp/qt.): alchemist, barber, dyer, jeweler, painter, paper/ink maker, perfumer, physician, tanner

    5. Alkaline salts¹ (Scarce; 5 gp/oz.): alchemist, gathering, physician
        1 -- Alkaline salts are found in natural water and arid soils.

    6. Alum (Uncommon; 1 gp/oz.): alchemist, barber, dyer, paper/ink maker <(Aluminium sulfate)>, perfumer, physician

    7. Amaryllis (Hypoxis) stalk² (Rare; 24 gp/doz.): botanist, druid, flower shop
        2 -- Amaryllis (Hypoxis) stalks are native
        to southern Africa, and would be Uncommon
        in that climate. They are also known
        as "Belladonna lilies."

    8. Animal hoof, powdered (Uncommon; 1 gp/oz.): alchemist, physician, stable, veterinarian

    9. Bag, tiny (Common; 15 sp/ea.): leatherworker, moneylender, tailor, tanner
    10. Bark, tree / Bark chips (Common; 1 cp/lb.): carpenter, druid, gathering, lumber mill
    11. Bat fur/Bat guano/Bat hairs (Scarce; 10 gp/oz.): gathering, magic shop
    12. Bead, crystal or glass (Common; 5 sp/ea.): glassblower, jeweler
    13. Beeswax (Everyday; 1 cp/oz.): beekeeper, bowyer/fletcher, food store
    14. Bell, small (Uncommon; 20 gp/ea.): bellmaker, clockmaker, jeweler, musical instrument maker, smith
    15. Berries, edible fresh (Common in season, 1 sp/lb.; Rare out of season, 15 gp/lb.): druid, food store, gathering

    16. Bitumen3 (Uncommon; 5 gp/oz.): alchemist, barrelmaker, carpenter, shipmaker
        3 -- Bitumen is obtained by distillation
        from coal or petroleum, and is occasionally
        found naturally.

    17. Blood, black dragon (Very Rare; 500 gp/oz.): alchemist, magic shop

    18. Blood, human4 (Rare; 100 gp/oz.): alchemist, druid, magic shop, physician
    4 -- Human blood is actually not rare,
        but because its indiscriminate gathering is
        likely to cause trouble with the local authorities,
        it is a troublesome substance to
        obtain.

    19. Blood, mammal (Uncommon; 1 gp/oz.): alchemist, butcher
    20. Bone, powder or shard (Common; 1 gp/lb.): alchemist, butcher, magic shop, physician
    21. Bone from undead (Rare; 50 gp/ea.): alchemist, magic shop
    22. Brass dust (Common; 5 sp/oz.): armorer, smith, weapon maker
    23. Brazier (Uncommon; 25 gp/ea.): candlemaker, smith, temple

    24. Bromine salts5 (Scarce; 5 gp/oz.): alchemist, saltmaker
    5 -- Bromine salts are obtained from
    seawater, and are only Uncommon in the
    vicinity of the ocean.

    25. Bronze disc (Common; 15 sp/ea.): armorer, engraver, smith
    26. Bull's horn, carved (Uncommon; 1 gp/ea.): carver, stable
    27. Burrs (Everyday; 1 cp/oz.): gathering, stable
    28. Butter (Everyday; 5 cp/lb.): dairy, farm, food store, tavern

    29. Candles, various types (Everyday, 1 cp/ea., for tallow; Common, 1 sp/ea., for wax; Uncommon, 1-6 gp/ea., for special candles): candlemaker
    30. Carbon (Common; 1 cp/oz.): candlemaker, paper/ink maker, smith
    31. Carp, live miniature (Scarce; 1 sp/ea.): bait shop, fishmonger
    32. Carrot, dried or powdered (Scarce; 1 sp/oz.): alchemist, food store, herbalist

    33. Castor beans6 (Rare; 10 gp/oz.): alchemist, dyer, perfumer, physician
        6 -- Castor beans are native to tropical
        Africa and Asia, and are Common in similar climates.

    34. Caterpillar cocoon (Uncommon; 5 sp/ea.): druid, gathering, silkmaker
    35. Chalk (Common; 1 sp/stick): quarry
    36. Charcoal: see Carbon
    37. Citric acid (lemon or lime juice) (Uncommon; 1 gp/pt.): food store
    38. Clay (Common; 1 gp/lb.): artist/sculptor, brickmaker, potter
    39. Cloth (Everyday; 1-10 gp/yd.): clothmaker, sailmaker, spinner, tailor, weaver
    40. Club, oaken (Common; 1 gp/ea.): weapon shop, woodcarver
    41. Coal (Common; 1 gp/lb.): brickmaker, quarry, smith
    42. Cone, crystal or glass (Scarce; 10 gp/ea.): glassblower, jeweler
    43. Copper piece (Everyday; 1 cp/ea.): moneylender
    44. Copper wire, fine (Common; 1 gp/ft.): smith
    45. Corn extract (Common; 2 sp/lb.): alchemist, food dealer, herbalist
    46. Cricket, live (Uncommon; 1 gp/ea.): bait shop, gathering
    47. Crystal (Uncommon; 1-10 gp/ea.): glassblower, jeweler

    48. Dart (Common; 5 sp/ea.): weapon shop
    49. Demon ichor (Type I, Very Rare, 500 gp/oz.; Type II, Very Rare, 750 gp/oz.; Type III, Very Rare, 1000 gp/oz.): alchemist, magic shop
    50. Dirt (Everyday; free): gathering
    51. Dirt, graveyard (Common; 1 gp/oz.): graveyard, temple
    52. Down (Common; 1 sp/lb.): bowyer/fletcher, farm
    53. Dragon bones (Rare; 500 gp/set): magic shop
    54. Drum, small (Uncommon; 10 gp/ea.): musical instrument shop
    55. Dung (Everyday; 1 gp/lb., packaged): stable
    56. Dust (Everyday; free): gathering

    57. Eagle eye (Rare; 20 gp/ea.): alchemist, magic shop
    58. Egg, rotten (Uncommon; 1 cp/ea.): farm, food dealer
    59. Eggshell (Common; 1 cp/ea.): farm, food dealer
    60. Elixir made from the juice of dried plums and the oil of 5-8 beans of a castor plant (Rare; 50 gp/oz.): alchemist
    61. Evergreen (Common; 1 sp/lb.): druid, lumber mill
    62. Eyelash, normal (Everyday; free): gathering
    63. Eyelash of basilisk, ki-rin, ogre mage, or other spell-using creature (Very Rare; 100 gp/ea.): alchemist, magic shop

    64. Fan (Common; 1-6 gp/ea.): clothing store, tailor
    65. Fat (Everyday; 1 cp/lb.): farm, food store, tavern
    66. Feather, wing / White / owl (Common/Uncommon; 1-6 gp/ea.): farm, gathering, tailor
    67. Feather, exotic (Scarce; 10-20 gp/ea.): clothing store, tailor
    68. Firefly, live (Uncommon; 1 sp/ea.): gathering
    69. Firefly, tail (Uncommon; 5 sp/ea.): magic shop
    70. Fleece (Common; 1 gp/lb.): farm, fuller, tailor, weaver

    71. Flesh, human7 (Rare; 50 gp/bit): alchemist, magic shop, physician
        7 -- Human flesh poses the same problem
        as human blood; see Note 4 above.
        Both can be "gathered" by the spell caster,
        of course, but watch out
        problems.

    72. Flint (Common; 10 sp/ea.): armorer, candle maker, smith, tobacconist, weapon maker
    73. Flower petal (Everyday; free): gathering
    74. Flour, white (Common; 1 sp/lb.): food butcher, farm store, miller
    75. Fool's gold: see Iron Pyrite
    76. Fur (Common; 1-20 gp/skin): farm, fuller, furrier, tailor

    77. Garlic (Common; 5 cp/bud): food store, herbalist, tavern
    78. Gauze (Common; 1 sp/yd.): physician, weaver
    79. Glass (Uncommon; 10 gp/sq. ft.): glassblower
    80. Glove (Common; 1-6 gp/pr.): leather-worker, tailor
    81. Glove, snakeskin (Scarce; 25 gp/pr.): tailor
    82. Gold (Uncommon; price varies by weight and workmanship, base value 1 gp/1 gp wt.): goldsmith, jeweler, moneylender
    83. Grain (Everyday; 1 sp/lb.): bakery, brewery, farm, food store, miller, stable, tavern
    84. Granite, dust or block (Common; 1 sp/oz.): mason, quarry
    85. Grasshopper hind legs (Uncommon; 5 sp/ea.): gathering, magic shop

    86. Gum arabic8 (Uncommon; 2 gp/oz.): alchemist, bakery, candy maker, physician
        8 -- Gum arabic is a gum resin exuded
        by various African trees of the genus Acacia.
        Because it travels well, and has many
        uses, it is only Uncommon.

    87. Gut (Uncommon; 1 gp/yd.): butcher, musical instrument shop

    88. Hairs from a strong animal (Common; 1 cp/bunch): gathering, stable
    89. Hammer, war (Common; 1 gp/ea.): weapon maker
    90. Hawk eye (Scarce; 15 gp/ea.): alchemist, hawker, magic shop
    91. Heart of a hen (Uncommon; 1 sp/ea.): butcher, farm
    92. Herbs, various (Uncommon/Rare; 2-40 gp/oz.): alchemist, herbalist
    93. Herring scales, powdered (Uncommon; 2 gp/oz.): alchemist, fishmonger, herbalist
    94. Holly (Common; 5 sp/oz.): druid, gathering
    95. Honey /honeycomb (Everyday; 1 sp/pt.): alchemist, beekeeper, farm, food store
    96. Horn, carved (Uncommon; 1 gp/ea.): carver, stable

    97. Humus9 (Common; 1 cp/lb.): farm
        9 -- Humus is found in compost heaps.
        It is not made from chick peas.

    98. Ice or snow10 (Varies)
        10 -- Ice or snow is Common or Everyday
        in appropriate climates, and unavailable
        without magic in other climates.

    99. Incense (Common; 1 gp/stick): candlemaker, perfumer, temple
    100. Inks, special (Scarce, 100-500 gp/oz.; Rare, 600-1000 gp/oz.): alchemist
    101. Ink, normal or lead-based (Uncommon; 10 gp/oz.): alchemist, paper/ink maker
    102. Iron, various shapes and sizes (Common; 1-6 gp/ea.): smith, weapon maker
    103. Iron pyrite (Uncommon; 5 gp/lb.): alchemist, magic shop

    104. Jade circlet (Rare; 5000 gp): jeweler

    105. Lampblack (Common; 3 cp/oz.): candlemaker, illuminator/scribe, painter, paper/ink maker
    106. Lard (Common; 2 cp/lb.): farm, food store, tavern
    107. Leaf (Everyday; free): gathering
    108. Leaf from poison ivy, oak, or sumac (Common; 1 sp/ea.): druid, gathering
    109. Leather loop (Common; 1-6 sp/ea.): leatherworker, tailor
    110 .Leather blessed by cleric (Uncommon; 100 gp/ea.): leatherworker or tailor + cleric/temple
    111. Leek, crushed (Common; 5 cp/ea.): food store, tavern
    112. Licorice root, shaving (Scarce; 15 sp/oz.): alchemist, food store, herbalist, physician, tavern
    113. Lime, powdered or crushed (Uncommon; 1 gp/lb.): alchemist, quarry, stonemason
    114. Loam (Common; 1 gp/lb.): brickmaker, farm, foundry, quarry, smith
    115. Lodestone (Rare; 25 gp/ea.): astronomer/navigator, chandler, magic shop (30.37)

    116. Magnets: see Lodestone
    117. Mandrake root (Scarce; 15 sp/ea.): alchemist, herbalist, physician
    118. Marble, polished (Uncommon; 1 gp/cu. in.): mason, quarry
    119. Marigold (Common; 1 cp/ea.): druid, flower shop, gathering
    120. Mercuric-nitric crystals (Rare; 50 gp/oz.): alchemist, physician

    121. Mercury11 (Scarce; 25 gp/oz.): alchemist, physician
        11 -- Mercury has been known since
        ancient times, but was thought to have uses
        only in alchemy and medicine. It is also
        known as quicksilver (q.v.).

    122. Metal bar: rod, nail (Common; 1-6 cp/ea.): barrelmaker, carpenter, smith, weapon maker
    123. Mica (Uncommon; 1 gp/cu. in.): mason, quarry
    124. Milkfat, solidified (Common; 5 sp/pt.): dairy, food store
    125. Mirror, silver (Uncommon; 20 gp/ea.): jeweler, silversmith
    126. Mistletoe, borrowed (Uncommon; 10 sp/sprig): gathering
    127. Mistletoe, greater (Scarce; as per PH)
    128. Mithral plate (Rare; 50 gp/1gp wt.): armorer, jeweler, smith, weapon maker

    129. Moonseed plant12 (Scarce; 5 gp/ea.): druid, flower shop, herbalist
        12 -- Moonseed plants are found in moderate, temperate, European climates.

    130. Mud (Everyday; free): gathering
    131. Mushroom spores (Rare; 50 gp/oz.): alchemist, herbalist, physician

    132. Nettle leaves, crushed (Uncommon; 10 gp/oz.): alchemist, druid, herbalist, physician
    133. Nitre: see Saltpeter
    134. Nut shells (Common; 1 sp/lb.): food store, gathering

    135. Oak bark / leaf (Common; 1 sp/lb.): druid, gathering
    136. Octopus (giant) tentacle (Rare;50 gp/ea.): fishmonger
    137. Oil (Common; 1 gp/flask): alchemist, candlemaker
    138. Oil, sweet / oil refined from hickory and walnuts (Uncommon; 5 gp/flask): alchemist,bakery
    139. Ointment of very rare mushroom powder, saffron and fat (Very Rare; 500 gp/oz.): alchemist, herbalist
    140. Ointment of oil, poppy dust, and pink orchid essence (Rare; 150 gp/oz.): alchemist, herbalist

    141. Paddle, wooden (Common; 1 sp/ea.): carpenter, woodcarver
    142. Parchment (Common; 10 sp/sheet): illuminator, paper/ink maker, scribe
    143. Peas, split dry (Common; 3 cp/lb.): food store
    144. Phosphorus (Uncommon; 5 gp/oz.): alchemist, glassblower, physician
    145. Pigments (Uncommon; 1-6 gp/oz.): alchemist, painter
    146. Pine/pine cone (Common; 1 cp/ea.): druid, gathering

    <147. Pineal gland>
    <
    13 -- For a pineal gland from human or
    humanoid creature, see Notes 4 and 7,
    above.
    >

    148. Pine tar (Common; 5 sp/pt.): alchemist, carpenter, painter, physician
    149. Pins, silver (Uncommon; 1 sp/ea.): jeweler, silversmith
    150. Pitch (Common; 5 sp/pt.): carpenter, painter, physician
    151. Plant, green (Everyday; free): gathering
    152. Plums, dried (Common; 2 cp/doz.): food store
    153. Pork rind (Common; 5 cp/lb.): butcher, food store, tavern
    154. Potion of heroism or superheroism (Rare; 500/700 gp/ea.): alchemist
    155. Prayer beads / Prayer wheel / Prayer book (Common; 1-100 gp/ea.): temple
    156. Prism, mineral (Uncommon; 5 gp/ea.): glassblower, jeweler

    157. Quicksilver: see Mercury
    158. Quartz, rock crystal, smoky quartz (Uncommon; 1-6 gp/ea.): glassblower, jeweler

    159. Raisin (Common; 3 cp/lb.): food store
    160. Ram's horn (Uncommon; 15 sp/ea.): farm
    161. Reed (Common; 1 cp/lb.): gathering, mill, weaver
    162. Resin (Common, 1 gp/oz. for ordinary sort; Uncommon, 5 gp/oz. for resin from camphor tree): alchemist, musical instrument shop, painter, paper/ink maker, physician
    163. Rhubarb leaf, powdered (Uncommon; 5 sp/oz.): alchemist, herbalist
    164. Roc eye (Very Rare; 500 gp/ea.): alchemist, magic shop
    165. Rock (Everyday; free): gathering
    166. Rod of amber, crystal, or glass (Uncommon; 15 gp/ea.): glassblower, jeweler
    167. Rope (Common; 50? for 4 sp): expedition outfitter, ropemaker
    168. Rose petals (Common; 1 sp/ea. rose): flower shop

    169. Salt /Rock salt (Common; 1 gp/lb.): food store, herbalist
    170. Saltpeter (Uncommon; 1 gp/oz.): stable, quarry
    171. Sand, fine / colored (Uncommon; 1 gp/oz. ): clockmaker, gathering
    172. Scroll (Uncommon-Scarce; 10-60 gp/ea.): illuminator, paper/ink maker, scribe
    173. Seashell (Common; 1 sp/ea.): fishmonger, gathering, jeweler
    174. Sesame seeds (Uncommon; 2 gp/lb.): herbalist
    175. Shamrock leaf (Uncommon; 5 sp/ea.): druid, gathering
    176. Silk, various (Scarce; 50-300 gp/yd.): clothier, tailor, trader/importer, weaver
    177. Silver (Common; price varies by weight and workmanship): jeweler, silversmith
    178. Sinew from strong animal (Uncommon; 1 gp/ea.): alchemist, butcher
    179. Skunk cabbage leaves (Uncommon; 1 gp/cabbage): druid, gathering
    180. Slug (giant) digestive juice (Rare; 50 gp/flask) : alchemist
    181. Smoke (Everyday; free): any fire source
    182. Snake scales / skin / tongue (Scarce; 6-12 gp/ea.): alchemist, magic shop
    183. Snow: see Ice and snow
    184. Soot: see Lampblack
    185. Spectre, essence of (Very Rare; 750 gp/oz.): alchemist, magic shop

    186. Spell books14 (Rare; 1000 gp + 100 gp/spell level): magic shop
        14 -- Spell books && travelling spell books are treated in detail in issue #62 of
        DRAGON Magazine and the BEST OF
        DRAGON Vol. III anthology. If the spell <UA>
        caster desires to make his own, the cost will
        be the same.

    187. Spell books, travelling14 (Rare; 500 gp + 100 gp/spell level): magic shop
        14 -- Spell books && travelling spell books are treated in detail in issue #62 of
        DRAGON Magazine and the BEST OF
        DRAGON Vol. III anthology. If the spell <UA>
        caster desires to make his own, the cost will
        be the same.

    188. Spheres of crystal, glass, or mineral (Uncommon; 5 gp/ea.): glassblower, jeweler
    189. Spider, live (Uncommon; 1 gp/ea.): gathering, magic shop
    190. Spider web (Everyday; 1 gp/web): alchemist, gathering, magic shop
    191. Squid (giant) tentacle (Rare; 50 gp/tentacle): fishmonger
    192. Squid secretion (Rare; 50 gp/flask): alchemist
    193. Stalactites (Scarce; 5 gp/ea.): gathering
    194. Steel (Uncommon; 10-60 gp/sq. yd.): smith
    195. Stone, small (Everyday; free): gathering
    196. Stone, square chip (Common; 1 cp/ea.): mason, quarry
    197. Straw (Common; 5 sp/bale): farm, stable
    198. String, piece (Everyday; 1 cp/yd:): clothing store, any craft shop, tailor, weaver
    199. Stylus (Uncommon; 1 gp/ea.): engraver, paper/ink maker, scribe/illuminator
    200. Sugar (Common; 1 gp/lb.): food store, herbalist, tavern
    201. Sulphur (Uncommon; 1 gp/oz.): alchemist, physician
    202. Sumac (Uncommon; 1 gp/oz.): druid, gathering

    203. Talc (Uncommon; 1 gp/oz.): alchemist, beauty shop
    204. Tallow (Common; 1 cp/lb.): candlemaker
    205. Tea, herb (Uncommon; 1-6 gp/lb.): herbalist
    206. Thread (Common; 1 sp/spool): clothing store, tailor
    207. Thorns (Common; 1 sp/lb.): druid, gathering
    208. Tort, minute (Common; 3sp/ea,): bakery <(Torte)>
    209. Tortoise / Turtle shell (Common; 3 sp/ea.): fishmonger, jeweler
    210. Treacle (Common; 5 sp/qt.) : alchemist, food store, physician, tavern
    211. Twigs (Everyday; free): gathering

    212. Umber hulk blood (Very Rare; 750 gp/flask): alchemist

    213. Vampire dust (Very Rare; 1000 gp/oz.): alchemist, magic shop
    214. Vellum (Rare; 50 gp/sheet): paper/ink maker, scribe/illuminator
    215. Viz-million (Uncommon; 10 gp/oz.): alchemist, dyer, paper/ink maker <Vermillion>
    216. Vestments, clerical (Uncommon; 100-600 gp/set): tailor, temple

    217. Vial (Common; 1 gp/ea.): alchemist, glassblower
    218. Vinegar (Common; 5 cp/qt.): food store, tavern, wine shop

    219. Water (Everyday; free) : gathering
    220. Wax (Common; 1 sp/lb.): candlemaker
    221. Whitewash (Common; 1 gp/gal.): painter
    222. Willow or other flexible wood (Common; 1 cp/yd.): carpenter, druid, gathering, lumber yard
    223. Wood, small piece (Everyday; free): gathering
    224. Wool (Common; 1 cp/oz. unwoven, 1-20 sp/yd. woven): farm, fuller, tailor, weaver
    225. Wytchwood15 (Uncommon; 5 gp/piece) : druid
        15 -- Wytchwood is also known as Wytch
        Elm or Witch Elm, and is found in temperate
        climates.

    226. Yellow-tinted glass, crystal, or mica (Uncommon; 1-6 gp/ea.): glassblower, jeweler
     

    Fabricated items
    Certain material spell components must
    be specially made, either by skilled craftsmen
    or by the spell caster personally. The
    following table provides information on
    those components which must be fabricated,
    who can do the work, how much the work
    costs, and how long it will take. (Editor?s
    note: Tables VI, VII, and VIII hereafter
    include mentions of some spells that are not
    part of the AD&D rules, but which were
    described as official new spells in past issues
    of DRAGON Magazine. The issue in
    which each of those spell descriptions
    appears is indicated by the reference following
    the spell name.)

    Table VI
    Fabricated material spell components

    Augury (cleric): A set of gem-inlaid
    sticks. These sticks can be manufactured by
    a jeweler in 1-4 weeks at a cost of 500 gp
    per set.

    Plane shift (cleric): A small, forked metal
    rod. Tuning forks can be made by a smith
    or musical instrument maker in 1-6 days for
    25 gp, tuned.

    Changestaff, #71 (druid): A staff of ash,
    oak, or yew wood made from the limb of a
    tree which had been struck by lightning
    within the past 24 hours. Obtaining the tree
    limb requires one full day of searching
    following a lightning storm. If your campaign
    has no system to determine the occurrence
    of such a storm, assume a 10%
    chance plus 1% per day, cumulative. There
    is a base 50% chance of finding such a tree.
    Searchers may be hired to help in this
    search. Normal searchers add 10% to the
    chance for each additional person; their cost
    is determined as per the DMG, pg. 29. <x> <standard  hirelings> <expert hirelings>
    Druids or rangers add 25% per person, and
    cost 150 gp per day to hire. Having the
    limb carved into a staff will take a trained
    woodcarver 1 week + 1-6 days, and will cost
    250 gp.

    Levitate (magic-user): A piece of golden
    wire bent into a cup shape with a long
    shank on one end. A goldsmith can manufacture
    this in one day for a cost of 100 gp.

    Deeppockets, #67 (magic-user): A tiny
    golden needle and a strip of fine cloth given
    a half-twist and fastened at the ends. A
    tailor can manufacture this in one day at a
    cost of 100 gp.

    Whip, #67 (magic-user): A small bit of
    silk braided into a miniature whip. A tailor
    can manufacture this in 1-3 days for a cost
    of 15 gp.

    Clairaudience (magic-user): A small
    silver horn of 100 gp value. This can be
    manufactured by a silversmith in 7-12 days
    for 100 gp.

    Tongues (magic-user): A small clay model
    of a ziggurat. This can be manufactured by
    a potter, sculptor, or mason for 100 gp in
    7-12 days.

    Melf's Minute Meteors, #67 (magicuser):
    A small golden tube, 1000 gp cost.
    This can be manufactured by a goldsmith
    or jeweler in 14-21 days for 1000 gp.

    Dig (magic-user): Miniature shovel and
    tiny bucket. A smith, jeweler, or other
    craftsman can make these items in 1-3 days
    for 50 gp.

    Rary's Mnemonic Enhancer (magicuser):
    An ivory plaque of at least 100 gp
    value. This can be carved by a jeweler,
    sculptor, or carver for 100 gp in 7-12 days.
    Magic mirror, #67 (magic-user): A silver
    mirror of 1000 gp cost. This can be manufactured
    by a silversmith for 1000 gp in
    14-21 days.

    Leomund's Secret Chest (magic-user):
    An exceptionally well-crafted and expensive
    chest costing at least 5000 gp, and a tiny
    replica, perfect in every detail. The chance
    of finding a master craftsman capable of this
    work is 50% adjusted by the size of the city.
    The cost of doing the work is 5000 gp + (50-
    5000) gp. The replica costs 2500 gp + (25-
    2500) gp. The work will take 7-12 months.
    Mordenkainen's Faithful Hound (magicuser):
    A tiny silver whistle. A silversmith
    can manufacture such a whistle in 7-12 days
    for 50 gp.

    Sending, #68 (magic-user): Two tiny
    cylinders, each with one open end, connected
    by a short piece of copper wire. A
    smith can manufacture this device in 1-8
    days for 50 gp.

    Project image (magic-user): A small
    replica (doll) of the magic-user. For 100%
    spell effectiveness, this doll should be prepared
    by a witch or magic-user, at a cost of
    300 gp in 1-4 weeks. A sculptor or tailor
    could produce such a doll for 100 gp, but
    the spell would only have 50% effectiveness
    in terms of range and duration.

    Legend lore (magic-user): Strips of ivory
    formed in a rectangle. This can be made by
    a jeweler or sculptor in 1-3 days for 100 gp.
    Repulsion (magic-user): A pair of small
    magnetized iron bars attached to two small
    canine statuettes, one ivory and one ebony.
    A skilled carver or craftsman could make
    this device in 7-14 days for 200 gp.

    Spiritwrack (magic-user): An illuminated
    sheet of vellum. Although the final product
    of this spell must be personally produced by
    the magic-user, the vellum can be illuminated
    by a trained scribe in 7-14 days for
    200 gp.

    Contingency, #68 (magic-user): An elephant
    ivory statuette of the magic-user. This
    can be carved by a good sculptor in 1-4
    weeks for 1500 gp.

    Duo-dimension (magic-user): A thin, flat
    ivory likeness of the spell caster, gold
    filigreed, enameled, and gem-studded at a
    cost of 5000-10000 gp. This can be manufactured
    by a trained sculptor in 2-8 weeks
    at a cost of 5000 gp + (d6 x 1000) gp.

    Mordenkainen's Sword (magic-user): A
    miniature platinum sword with grip and
    pommel of copper and zinc at a cost of 500
    gp. A good smith could manufacture this in
    1-4 weeks at the listed cost.

    Mordenkainen's Magnificent Mansion, #68 (magic-user): A miniature portal carved
    from ivory. This can be carved by a jeweler,
    sculptor, or trained carver in 7-14 days for
    250 gp.

    Volley, #68 (magic-user): A bit of bent
    willow or other flexible wood, crisscrossed
    with specially prepared strands of gut. A
    carpenter or musical instrument maker can
    build this in 1-6 days for 100 gp.

    Bigby's Clenched Fist (magic-user): A
    small device consisting of four rings joined
    so as to form a slightly curved line, with an
    "I" upon which the bottoms of the rings
    rest, the whole fashioned of an alloyed
    metal of copper and zinc. A smith can
    manufacture a set of brass knuckles in 1-6
    days for 100 gp.

    Hypnotic pattern (illusionist): A crystal
    rod filled with phosphorescent material.
    This can be made by a glassblower in 7-14
    days for 300 gp.

    Variable spells
    Some spells have material components
    which vary with each casting. The spell
    caster should write down the material components
    to be used, and where he intends to
    get them, prior to casting. The DM, using
    the guidelines in the PH and
    this article, can then determine availability
    and costs, as well as the effectiveness of the
    proposed spell components. Expensive,
    rare, or particularly well-chosen materials
    should result in full (or even slightly
    improved) spell effectiveness; a half-hearted
    attempt to satisfy the material requirements
    should be penalized.

    Table VII
    Variable spells

    Druid spells:
    Animal friendship
    Slow poison
    Trip

    Magic-user spells:
    Mount, #67
    Dismissal/Beckon, #68
    Fabricate, #68
    Enchant an item
    Legend lore
    Banishment, #68
    Clone
    Binding, #68

    Illusionist spells:
    Minor creation
    Vision
    Mirage arcane, #66

    Reusable items

    Most material spell components vanish
    upon use. A few, however, survive. Such
    reusable items are particularly desirable for
    spell casters.

    The following table lists all such material
    spell components. In some cases, it is not
    clear from the spell description whether the
    item is meant to be reusable or not; in those
    cases, a ?(?)? follows the item. In the
    absence of official rulings on these items,
    the DM should use discretion in making the
    items either reusable or expended.

    Table VIII
    Reusable material spell components
    Cleric spells, various: holy symbol

    Sanctuary: a small silver mirror

    Augury: a set of gem-inlaid sticks or dragon bones

    Locate object: a piece of lodestone (?)

    Atonement: prayer beads, prayer wheel,
    or prayer book

    Find the path: divination counters
    favored by the cleric (as for augury)

    Control weather: prayer beads

    Druid spells, various: mistletoe or holly
    Shillelagh: an oaken club
    Changestaff, #71: a staff of ash, oak, or
    yew wood made from the limb of a tree
    which had been struck by lightning within
    the past 24 hours.

    Magic-user spells:
    Bind, #67: rope or ropelike object (?)
    Clairaudience: a small silver horn of
    100 gp value (?)
    Read magic: a clear crystal or mineral
    prism (?)
    Lightning bolt: a bit of fur and an amber,
    crystal, or glass rod (?)
    Detect illusion, #67: a piece of yellowtinted
    glass, crystal, or mica (?)
    Melf's Minute Meteors, #67: a small
    golden tube of 1000 gp cost
    Magic mirror, #67: a silver mirror of
    1000 gp cost
    Leomund?s Secret Chest: two customfabricated
    chests
    Magic jar: a large gem or crystal (?)
    Mordenkainen?s Faithful Hound: a tiny
    silver whistle (?)
    Project image: a small replica (doll) of the
    magic-user (?)
    Contingency #68: an elephant ivory
    statuette of the magic-user (?)
    Cacodemon: a brazier
    Trap the soul: a very large and expensive
    gem (?)

    Illusionist spell:
    Hypnotic pattern: a crystal rod filled with
    phosphorescent material

    Spell substitutions
    Sometimes, material spell components
    can?t be found. The Players Handbook, pg. 64, notes that "Substitute materials might
    be allowed. This is up to your Dungeon
    Master. It should be noted that such substitutions
    could affect spell range, duration,
    area of effect, effect, etc.? If you decide to
    allow substitutions, their effectiveness
    should be judged on (a) effectiveness and
    (b) expense.

    In the AD&D magic system, material
    spell components tend to either follow the
    Laws of Magic or are puns or modern-day
    references. Good material spell component
    substitutions should have the same characteristics.
    The Laws of Magic require that the
    method of the spell be an analog to reality
    in some way. The Law of Similarity, for
    example, states that events resemble causes,
    which is the principle behind pouring water
    on the ground as part of a rain dance. The
    Law of Contagion, which states that things
    once in contact continue to interact from a
    distance after separation, is the principle
    behind a voodoo doll.

    Examples of modern-day references and
    puns in the AD&D magic system include
    the brass knuckles in Bigby?s Clenched Fist
    (the glove itself is an example of the Law of
    Similarity), or the tin-can telephone in
    sending (issue #68), which implies the Law
    of Contagion.

    Higher-level spells generally have more
    expensive material spell components than
    lower-level spells. The addition of high-cost
    components may increase spell effectiveness,
    at the discretion of the DM. This
    should not exceed the addition of one level
    to the spell caster?s level for casting effectiveness
    for each doubling of the cost of
    material spell components.
    Of course, poorly chosen or cheap material
    spell components will substantially
    lower spell effectiveness, or possibly not
    work at all . . . but the spell caster may
    not know this in advance.

    Selling material components
    A party of adventurers that kills a black
    dragon, an umber hulk, a spectre, etc.,
    might elect to take the blood, ichor, or
    essence back to civilization to sell to the
    local alchemist or magic shop. This is a
    good way for a resourceful party to make
    some extra money.

    The price an alchemist or magic shop will
    offer will only be half the sale price as listed
    in Table V -- if very large quantities are
    offered for sale, the offering price will plummet
    to as low as one-tenth. Of course, if the
    party has sold several gallons of black
    dragon blood to an alchemist, the level of
    rarity in that area of the campaign world
    should drop considerably.
    Magic shops and some expedition outfitters
    might want to buy magic items,
    potions, and scrolls found by the party
    which are surplus to their needs. The price
    offered will run about one-half the sale price
    in the DMG. If a party
    member wants to buy an item back, he will,
    of course, be charged full price.
    At the Dungeon Master's discretion,
    magic shops may have a few select
    enchanted items, scrolls, etc., for sale.
    These can either be generated randomly,
    using the tables on pp. 121-125 of the
    DMG, or selected by the DM. As always,
    the DM should not allow a randomly generated
    result to allow an item of too great
    power into the party?s hands.

    Using the system
    Greycloak, a 5th level magic-user, is
    preparing for a several-week expedition to
    defeat the evil wizard Ashlock, who inhabits
    an old, evil dungeon in the mountains.
    Because he must travel light, he has
    obtained and prepared a travelling spell
    book (500 gp) with the spells charm person,
    magic missile, sleep, stinking cloud, forget,
    and phantasmal force (1000 gp to inscribe).
    Fortunately, charm person, magic missile,
    and forget have no material components.
    Using the spell descriptions in the PH and the tables in this article,
    Greycloak makes the following list:

    Sleep: a pinch of fine sand (Uncommon; 1 gp/oz.), rose petals (Common; 2 sp/ea.), or a live cricket (Uncommon; 1 gp/ea.)
    Stinking cloud: a rotten egg (Uncommon; 1 cp/ea.) or several skunk cabbage leaves (Uncommon; 1 gp/cabbage).
    Phantasmal force: a bit of fleece (Common; 1 gp/lb.)

    Greycloak has paid 500 gp to the local
    magician's guild in dues to use the guild?s
    private magic shop. In order to make sure
    he has ample supplies for the upcoming
    adventure, he wants to buy ten sets of
    ingredients for each spell.

    The magic shop is located in a mediumsized
    town (-10%), and is run by a 3rd level
    magic-user (no adjustment). Sleep is a firstlevel
    spell, so the base chance to have the
    most rare item (Uncommon, -10%) is 80%.
    Greycloak rolls less than 80% ten times,
    and receives ten packets of fine sand and/or
    rose petals in a waterproof box, for which
    he pays 100 gp.

    The next item on Greycloak's shopping
    list is the ingredients for stinking cloud, a
    second-level spell with Uncommon components.
    Again, there is an 80% chance that
    the components will be in stock, but this
    time Greycloak rolls an 85% on his fifth
    roll, meaning that he can only buy four sets
    of components here, for a price of 20 gp
    each, or 80 gp. ?Make sure they?re packaged
    tightly,? Greycloak growls. "Last time
    the party made me stay twenty feet downwind!"

    Because he still needs six rotten eggs (or
    skunk cabbage leaves), he decides to visit
    the local alchemist. He could, of course,
    visit a farm or a food dealer, but he wants to
    make sure that the ingredients are prepackaged.
    There is a base 40% chance that
    the local alchemist will sell material spell
    components; the roll is successful. The
    chance of the items being in stock is 100%
    (base) -20% (alchemist) -10% (medium
    town) -10% (Uncommon component) =
    60%. This time, Greycloak succeeds in
    making six rolls, and finishes his purchase
    for a price of 15 gp/level x 2 levels x 6 sets =
    180 gp. He grumbles at paying the higher
    price, but likes the odor-proof containers.
    The third item on his list, fleece for the
    phantasmal force spell, would cost 30 gp for
    each casting. "Outrageous, what these
    magic dealers get away with," Greycloak
    mutters. He visits the local fuller, which is
    90% likely to sell fleece, a Common item.
    He buys a pound of fleece for 1 gp, and
    spends another gold piece to have his purchase
    wrapped.

    Finally, all the preparation is complete.
    His horse has been groomed and fed by
    stableboys, his dagger sharpened, all his
    magic items carefully checked and ready for
    use. "Now for a good night's sleep," Greycloak
    says to himself, and yawns. "And on
    the morrow, the adventure begins!"

    Conclusion
    I hope this information will allow the
    more active use of material spell component
    rules in your campaign. Properly used,
    material spell components add to the
    romance and realism of magic use, and
    somewhat restrict the power of spell casters.
    They also provide an interesting method of
    siphoning off excess cash, and ways for a
    clever party to obtain extra gold pieces.
    And, by giving people a reason to visit
    more stores and shops in your favorite city
    or town, they will meet more non-player
    characters, hear more rumors, and become
    more involved in the day-to-day life of your
    world.
     

    OUT ON A LIMB
    -
    Fixing our foul-ups
    -
    Dear Kim,
    Thanks for your kind editorial words introducing
    my first DRAGON article, "Living in a
    material world" (#81). Alas, when sorting
    through my tables and notes, I uncovered an
    error (mine) which needs a bit of correction. In
    Table VI, the last sentence of the entry for the
    druidical spell changestaff should be changed to
    read:

        Curing the staff by sun drying and special
        smoke requires 28 days. Shaping, carving,
        smoothing, and polishing requires another 28
        days. The finished staff, showing scenes of
        woodland life, is then rubbed with the juice of
        holly berries. This work must be done by a
        druid of at least 3rd level, and will cost 5,000
        gp.

    Also, on the top of p. 66, the effectiveness of
    substituted spell components depends on their
    "(a) appropriateness and (b) expense" rather
    than on their "(a) effectiveness and (b) expense."

    Michael Dobson
    Lake Geneva, Wis.
    (Dragon #82)
     

    Thanks to Mike for setting the record straight
    about the changestaff component -- but again,
    we must take part of the "credit" for this goof
    since we could have and should have checked it
    out before printing it. As for the double use of the
    word "effectiveness," all I can say is that sometimes
    we get so overworked that we type things
    twice twice by mistake.

    -- KM
    (Dragon #82)

    -
    Missing material
    -
    Dear Editor,
    "Living in a material world" (issue #81) is
    great. One problem, though: Footnote #13 mentions
    "a pineal gland from a human" but looking
    back through the list of materials I could not find
    the pineal gland listed. What listing is this supposed
    to refer to?

    Alan Brown
    Farmington Hills, Mich.
    (Dragon #85)
     

    We goofed -- somehow, the listing for the
    pineal gland component was deleted from the
    printed version of the article. To fix the mistake,
    insert this text between "Pine tar" and "Pins,
    silver" on page 63:

    "Pineal gland from human or humanoid creature
    " (Rare, 250 gp/ea.): Alchemist, magic shop,
    physician

    For the record, this is the material component
    for the 3rd-level M-U spell clairvoyance. 

    -- KM
    (Dragon #85
    )