101 Arcane Spell Components

Let’s make magic magical again!

Inside this 21-page PDF you will find rules for “supplementary spell components.” These are components that can enhance already existing spells or, at times, provide strange side-effects to spells your caster thinks he knows.

Players of arcane spellcasters and gamemasters will find the contents of this PDF open a new realm of magic. With a cover provided by Larry Elmore and two versions of the book provided (one letter-sized and one A4-sized) this PDF is both attractive and functional.

All of the text in this product is presented as open game content.
 

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One of the nice things about the internet community is that the authors often take the time to listen to the reviewers and fans, often resulting in better products. In this case, Philip has done away with fancy borders and odd colors in his electronic file to go with utility and it works wonders. The cover is a unique piece that Philip has, in my opinion, earned with his support of the Elmore Clip Art collection.

101 Arcane Spell Components is a book that takes different items, both rare and mundane, and makes them spell boosters for different fields. By fields, I mean types of spell descriptors like force, fire, acid, good, evil, you know, the major heading of the spell type. The book is broken up into the different sections so it starts off with Acid and the spell components you can use for acid.

Each spell component has the name, description, effect, casting time modifier, knowledge (arcane) DC check, weight, and value of the item in question. The knowledge check is a quick roll to see if the spellcaster knows what the component can do. This would probably be important in searching out the components rather then buying them as some of them just wouldn’t be available in most markets.

The problem for me is that the bonuses are simply too great. For example, an Ankheg’s Poison Sack increases the casting time modifier for a round but causes an acid spell, upon completion of a spellcraft check (DC + spell level) to inflict an additional 2 points per level of the caster. Not per die, not with a level limit, but 2 points per level. It’s also a little vague on how long said effects can continue sometimes. For example, in this case, if you used a Melf’s Acid Arrow, it is for the first round of damage, for the duration of the spell? I’d say just the first round but others…

Other examples of this are common but would probably fit in a high magic campaign. One of the things that struck me odd though, is that there are components whose benefits aren’t actual damage but rather, powerful, but not directly so. Take using a minotaur’s fist when casting a spell. The spellcraft check is high (30) and it does add 2 rounds to the casting time, but if you make it, you gain a +2d6 enhancement bonus to strength for a number of rounds equal to your level. Whoa there.

One of the things I dislike about some of these components is that they encourage ‘reaping’ by the players where they’ll now be cutting off every part of a monster in an attempt to augment their spell power, and because the author provides bonuses not directly related to the spells in some cases, they’ll be casting some spells that have no offensive ability, like Mage Armor, and gaining huge bonuses. Now if you’re running a strict campaign without multiclassing, that’s probably not a problem. After all, how many mages are going to run into combat? Fighter-mages though? Ah, now we’re getting to another issues.

Now me, I’ll be using some of these components but whenever it goes by the caster’s level I’ll probably put it per die. For example, I’d allow a mage to use an armored gauntlet with the +1 casting round to gain +2 points of damage per magic missile.

Now don’t let my bias against the high level of power here say that everything is on this level. A good way to check the power levels is the casting time modifier. If there isn’t a casting time modifier, it’s probably something a normal campaign could allow without too much thought. For example, casting a fear descriptor spell under a full moon has a chance of being augmented if the percentage is right so that the variables are doubled. Powerful yet, but cool and appropriate.

Another issue I had with the product, a minor one, is what makes these arcane spell components as opposed to divine ones? Is there a certain property of the Fire Flower that prevents it from augmenting cleric’s flame blades and flame strikes?

One of the things I’m most grateful to Philip for doing was making sure he stated right at the start of the book, “As with all new games rules these are not official or available…until the gamemaster gives his approval.” Thank you Phlip!

In terms of layout, the file is simple using two colums with no colored backgrounds or borders. Just simple text. The Elmore clip art collection gets another good round here with several examples of Philip’s skill showcasing a few different methods of wrapping text to its best effect. The electronic portion of the file allows the reader to jump around to the different spell descriptors making the file easy to maneuver around.

In short, the book is an excellent resource for those looking to add the ‘magic’ to the game again but make sure that your campaign can handle the new levels of power found and make sure that the NPCs have access to the same goods that the players do.
 

101 Arcane Spell Components is a 20-paged PDF from Philip J Reed.com. Okay. 20 pages is the slimmest PDF product that I’ve reviewed to date but the current price for the supplement is less than $4. That’s the lowest price for any RPG product that I’ve reviewed (with the exception of a free adventure or two). More importantly than the price, perhaps, 20 pages is enough for 101 Arcane Spell Components to do the task at hand.

The product begins with a nice Larry Elmore illustration. A brown line sketch on weathered paper. It’s a similar style to the first in the 101 line, 101 Spellbooks, and prints off without guzzling ink. The rest of the download is on a pure white background, without side bar and in two columns of text. There’s a large special thanks to Ken Whitman for securing the illustration and the address for (but not hyperlined) Larry Elmore.com at the start. Okay. It certainly isn’t every other supplement that begins like that and it suggests to me that the illustration might have been a freebie. I might be wrong but that’s the impression I get. It doesn’t really impact my appreciation of 101 Arcane Spells Components at all. What’s more likely to draw the attention of purists is a note that all the text of the supplement is OGL. This is a great boon because entire supplement is basically one new rule. It is one new rule that’s used to spice up spell casting. It’s one new rule that spices up spell casting successfully. It’s one new rule that requires a host of example components. That’s what you get in 18 of the 20 pages. The last page is, of course, the OGL legalese.

Arcane components can be used in the casting of the spell to enhance it. The components are listed by the spell descriptors used in the core rules and in an additional miscellaneous category. The first category is Acid. Let’s pick Melf’s Acid Arrow [acid] as a widely known spell with the acid descriptor. That should make it clear by what I mean as a spell descriptor. The first component in the acid category is an Ankheg’s Poison Sack. That makes sense to me; that’s the sort of component I’d associate with acid. The anhkeg’s poison sack is described – handy for a GM in a rush and good for describing the component out of context. Then there’s the effect of incorporating the poison sack as an extra component into an appropriate spell. In this case on a successful spellcraft roll the damage of the spell is increased. It would be a good one to use with Melf’s Acid Arrow. There’s a cost; typically each extra component used increases the casting time of the spell. I think this is a realistic and effective cost. The use of the poison sack will increase casting time for the spell by one round. Additionally each component comes with the knowledge (arcane) check required to see whether the mage happens to know of the poison sack’s arcane component properties. Rather nicely, each example component finishes off with a gold value and a weight.

There are 18 of these categories in the core rules, 101 Arcane Spell Components adds the miscellaneous category to make a total of 19. A bit of maths shows us that there are about 5 example components for each section. That’s not a huge number per category but it’s more than enough to get going with.

There are bookmarks in this PDF and it’s a great example as to why every electronic supplement needs them. They’re just all-cap entries in this download but it’s just so easy to click on the category you want and jump straight to where you want to be. The layout and lack of colour make it an easy document to print. You actually get two sizes, two different PDFs, with your purchase: one in US letter and one in A4. Pick the one that’ll best suit your size of paper and print.

101 Arcane Spell Components is cheap and effective. It’s an easy idea to expand, it can be incorporated into an already running game and it’s a simple procedure for a GM to tinker with the mechanics. What more could you want from a supplement? It’s just a shame it isn’t 1001 Arcane Spell Components but I suppose we’d have to pay more than $4 then!

* This GameWyrd review was first published here.
 

By Glenn Dean, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
101 Arcane Spell Components is a 21-page PDF product written and published by Philip J. Reed. This black-and-white product contains line art by Larry Elmore and is available as a $4.00 download.

First Blood
What does a wizard do with a dead firefly, a displacer beast tentacle, or the lute of a slain bard? Why, use them to enhance his spells, of course! 101 Arcane Spell Components provides a list of 101 items that may be used to enhance the range, power, or effects of arcane spells when used as supplementary components in casting.

The spell components are grouped by the type of spells they affect, which include spells with the descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, miscellaneous, sonic, and teleportation. Each component listing provides a description of the component and the effect it has on an arcane spell, with the appropriate mechanics: a required Spellcraft check, an increase in casting time (usually of one or more rounds), a Knowledge check, or similar requirement. The Knowledge (Arcana) difficulty to know what the component does is also provided, as well as the weight and value of the component.

Most of the components listed are the body parts of various monsters, though there are some uncommon physical objects as well as some traditional magical ingredients – dirt from a grave, nails from a coffin, etc. – in the list. Some components may be combined, as noted in the component description. Most of the effects involve increasing or modifying damage from damage inflicting spells, though spells of other types may have their range, duration, area of effect, or effective caster level increased by these supplementary components.

Critical Hits
101 Arcane Spell Components certainly succeeds in its goal, “the idea of making some of those [Player’s Handbook] spells wondrous again.” Using the included mechanics can provide a bit of excitement for arcane spellcasters on any adventure, as they seek out specific magical beasts to find that unique component to add power to their spells. No longer does looting bodies have to mean going through pockets looking for loose change: the party wizard might want to lug the entire ettercap corpse along for the double damage he can inflict with his next acid arrow spell!

Critical Misses
Like any game mechanic that can modify spell effects, the GM is advised to use caution and weigh the potential impact before using these components in his campaign – this product assumes the use of the “Power Components” variant rule in the Dungeon Master’s Guide. Most of these components replicate existing metamagic feats, where the trade-off is increased casting time instead of higher-level spell slots – but this means that sorcerers will almost always opt for this approach over taking metamagic feats, since casting times will remain similar. The GM retains complete control over the creatures characters encounter, though, so some care will keep the use of these components reasonable. One or two components might need to be avoided however; for example, suffering damage from an evil spell can be turned into a +1d8 caster level for a good spell, with no compensating increase in casting time.

101 Arcane Spell Components lacks a by-component index, which makes it difficult to figure out, for example, what the use of an owlbear feather is without searching the entire book. Some key spells are neglected – notably, summoning spells and illusionary glamers. Otherwise, it is a fairly solid product.

Coup de Grace
101 Arcane Spell Components delivers a solid set of clever ideas in 100% Open Content format. Players of arcane casters and GMs alike who are looking to add a bit more unusual arcane flavor to their campaigns will find this product a good value for their gaming dollar.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to Fast Tracks at www.d20zines.com.
 

Like other products in this PDF line, this one has undergone some changes and now has Mr. Shy's artwork, more pages and a different layout.
 

Philip Reed seems to be a name people just are not as familiar with as they should. He’s a writer of amazing creativity and his 101 line of books (101 Divine Components, 101 Mundane Treasures, etc) is a great showcase of his creativity. I have read through many of his pdfs and they never cease surprising me with a wow factor and trying to figure a way of using them in my game.

101 Arcane Spell Components is actually 127 spell components that can be used my Wizards, Sorcerers, and Bards to enhance their own magic. This 27 page color PDF is filled with different components arcane users can use. The book has some great art in it by Christopher Shy. He does the art in most if not all of Phil Reed’s books giving them a consistent style and feel. His art is forever linked the Reed’s words in my mind and makes it very easy to identify a PDF by this duo.

The PDF is a little over 4 megs in size and is fully book marked making it very easy to find things with a click of the mouse. The components are grouped together by descriptors like acid, fear, mind effecting etc. There are 18 different descriptors one of them being a miscellaneous category.

The components are mostly objects to be found to enhance spells like used hangman’s rope or a black candle. Some are more time related like casting under a full moon. And still others are more reactionary like getting damaged by acid. Each component has an Arcane Knowledge DC to learn, but they are better served if used as rewards for a quest or after a period of research. Some of them make casting the spell take a few rounds longer or in other ways alter the way the spell is cast.

Some of the components may prove to be a little strong for a campaign, so the DM should go over them first and decide if any of them should be disallowed. For instance a Wizard’s Staff can be used to double all variables of a spell. Most of the components though are not nearly so strong.

This is a very good PDF for DM’s that wish to add more flavor and variability to arcane components. It gives the PC Wizard more things to collect and keep track up, but it also gives him more options and a creativity.
 

101 Arcane Spell Components – Revised.
Written by: Philip Reed
Published by: Ronin Arts
Illustrated by: Christopher Shy
PDF - 27pgs – Landscape


This review is based upon a copy I purchased from RPGNow some time ago and have used in my game for a few months.

101 Arcane spell components is a 27 page PDF, with color illustrations, designed in landscape mode. There is a cover page, a credits page and the OGL, leaving 24 pages of material. The art is in the typical abstract colorful style that Ronin Arts is known for, and the various pieces throughout the book are provocative, dark and generally linked to one of the components described in the body of the text. I love their style. ‘Nuff said.

This is a revised version of the original 101 Arcane Spell Components, with changes made due in part to the help of Enworlders. This version actually has 117 spell components, though I don’t actually know which were additions to the original text.

The book essentially finds ways to take mundane items, monstrous bits and events, allowing arcanists to weave them into their spells for some additional effect. None of the effects are overwhelming, given the restrictions and rarity of some of the components, and using these in play has not only added a new level of uniqueness to our spellcasting, but made them acutely aware an curious about the use of other things to enhance their skills. It has opened the door to imagination and this is really what a good supplement is supposed to do.

The book separates components into categories defined by 18 spell descriptors, fairly equally distributed, providing unique effects if certain components are used to augment a spell in it’s descriptor. The component is destroyed in the process.

For Example, under the ACID category is a Digester’s Skull. When casting a spell with an ACID descriptor, the skull will provide a bonus multiplier to the range of the spell. A spell craft check (DC15 + spell level) is required to activate the enhancement, and the skull is destroyed.

Some components have a negative side effect though, so caution is sometimes required when using certain components.

Another type of component is actually not a physical item at all. ‘Suffered from..” components allow you to react to taking damage or being affected by a certain effect. For example, under the FIRE descriptor, there is a Suffered Fire Damage component that allows the caster to add ½ of the damage she received from fire damage to her own fire spell directed back at the enemy that dealt her damage. She has only 10 rounds to respond to this attack and use the damage she took to her advantage.

For my players, I provided a tome with a subset of the components in this book, with legendary knowledge of a 2nd and 3rd tome in existence. I house ruled the use of these in the following way: If the caster spends 1 hour and pays 5xp he can learn the necessary verbal and somatic components to augment his spells with the new component. The sorcerer in the party learned 10 of them, at the cost of 50xp, and it worked out very well. Note that his “change” is not suggested or recommended in the PDF, but merely how I implemented these in my game.

This book provided a nice add-in for the arcanists in the game I GM. I wholly recommend it to anyone looking to add some flavor, without overbalancing things.

Matthew Olivia
aka Catsclaw
 


Thanx for the review, and for the suggestion about implementing the components. I too have this, but struggled to find a way to introduce these to pc spellcasters.
 

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