This is material that was discussed at the most recent game session by everyone. If you want to vote on this or comment on some change, leave a comment. If we get at least 2 people (besides me) voting for this, then we will use it from now on.
No Spell Component Pouches (optional rule)
If the DM uses this optional rule, there are no such things
as spell component pouches in the game world. Individual material components
must be gathered by the spellcaster. This optional rule has no bearing on
expensive material components (those with a gp cost of 1 or more); these must
still be acquired as normal.
Acquisition by Magic
Conjure spell component (Libram
of Magic I) allows you to conjure 3 components per caster level, although they
are temporary and must be used within 1 round of casting.
Acquisition by Gathering
In a world with no spell
component pouches, Survival checks become much more useful to the spellcaster.
With a DC 10 Survival check while
moving at half speed, you can provide a single dose of inexpensive material
components for a single spell. This check provides 1 additional dose for every 2 points by which your check result exceeds
10 and need not all be the same kind of component. This check will only
find items if they are in the area. The DM has final judgment on what
components may be found in an area. In an urban setting, just about anything
could be reasonably found, as well as natural substances found in natural
locations. Similar to “getting along in the wild” as noted in the Survival
skill description, no more than one
Survival check in a 24 hour period can be made for acquiring material
components, and a single check may represent a single hour or several hours,
this is left to the DM’s discretion. To make this check while moving at full
speed (rather than half speed), the DC is 40 (rather than 10).
Acquisition by Butchering
You may need to harvest body
parts from creatures for some inexpensive material components. This takes 10 minutes and a DC 15 Profession (taxidermy) check to
fully remove one body part, followed by
1 hour and a DC 20 Profession (taxidermy) check to preserve it so it won’t
rot or otherwise deteriorate. The
embalming materials cost 1 gp per item. Bodies and body parts deteriorate
enough in 15 minutes that you can’t get material components from them. As a
general rule, one monster provides
enough substance for a single casting of a spell (such as bat fur or
chimera scales), plus one additional dose
per 2 points by which your first check succeeds. In some cases, the number
of parts that can be obtained from one creature is obvious by the creature,
such as 4 hooves of a gorgon or 10 eyestalks from a beholder.
Acquisition by Growing
If you want to grow and
cultivate plant-based material components yourself, you must first sow and tend
the seeds, which takes 1 month. At the end of that time, you must make Profession (herbalist) checks (DC 20) in
order to harvest the plant successfully. You can attempt to harvest once in a
season, and you gain 1d10 doses of
the material component with a successful check, plus 1d6 additional doses per 2 additional points by which you succeed
on the check. Each additional plant after the first that you personally
attend during a single season adds 1 to all Profession (herbalist) checks for
the season. Plants that do not naturally occur in your area add +5 to the DC.
Acquisition of Pure Elemental Matter
Purity is a major consideration
for material components of this sort; obtaining a dose is not simply a matter of
going to the appropriate elemental plane and scooping up a handful of stuff. In
general it takes a day of scavenging and
a DC 30 Knowledge (the planes) check
to find enough of the relevant raw material in its purest form to serve as a
single dose for a material component; plus
1 additional dose for every 2 additional points by which you succeed on the
check. Then the material must be magically preserved and stored (see the preserving jar below). Using this
optional rule, pure elemental matter can be preserved in a preserving jar.
Acquisition by Purchasing
For those who just want to let
their money do all the work, they can visit an apothecary (not a magic item
shop). You can hire an apothecary to gather the needed material components you
require, either doing Survival checks, Profession (herbalist) checks, Profession
(taxidermy), or Knowledge (the planes) checks. Any given apothecary can make a
single skill check per day. The prices are noted below. Tracking down an
apothecary requires a Gather Information check to find one that likely has
stock in the items you need; DC 15 and takes 1d4+1 hours. After that, your wait
time is minimal, long enough to enter the shop and discuss the items and the
price; you don’t have to wait for the apothecary to gather the items, but he
may be out of stock even though you succeeded on your Gather Information check.
Any given community has, at most, 5 apothecaries per 10,000 population. Note, if
the apothecary is on the Material Plane at the time of purchase, elemental materials
are impossible to obtain. Planar apothecaries (those on other planes of existence)
have elemental materials more readily available. This goes equally as well toward
harvesting body parts from creatures native to planes other than the Material Plane.
Apothecary (Expert
Level)
|
Skill Modifier
|
GP Cost
|
2nd
|
+14
|
2
|
3rd
|
+17
|
3
|
5th
|
+23
|
4
|
6th
|
+24
|
504
|
9th
|
+28
|
505
|
10th
|
+29
|
506
|
13th
|
+33
|
1,007
|
15th
|
+37
|
1,008
|
16th
|
+39
|
2,008
|
20th
|
+44
|
2,009
|
Preserving Jar
If freshness is a factor, you
may need to use one or more preserving
jars. These jars can hold one or more doses of material components, depending
on the size requirements.
Preserving Jar: (From the Arms
and Equipment Guide page 136.) This large glass jar has been magically
treated to preserve any organic material placed in it. The jar can hold the
equivalent of 2 gallons of liquid. Anything small enough to fit in the jar does
not rot, age, or wilt. The lid must be placed securely on the top for the
effect to work. A Tiny or smaller creature can be placed in the jar, but
without a supply of air and food it eventually dies, although the corpse never
rots. Caster Level: 3rd; Prerequisites: Craft Wondrous Item, gentle repose; Market Price: 3,000 gp;
Weight: 2 lb.
Adopting this in a existing Campaign
If you adopt this optional rule
in an existing game, your character will obviously have some materials already
on hand. For each spell you know that requires inexpensive spell components,
your character gains 3d6-6 doses (minimum 1). Only check once for each spell.
After this check, you must acquire inexpensive materials by the aforementioned
means of gathering. Note that learning a spell as part of gaining a level in a
spellcasting class does not automatically grant you possession of relevant
inexpensive material components; all such components must be gathered in one
way or another.
3 comments:
I vote to keep the use of the spell component pouches.
Although it would be interesting to try it out, so yeah.
Yes is my vote
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