" 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.
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:
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.
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.
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).
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.
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
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)