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General Tabletop Discussion
*Dungeons & Dragons
How many spells have costly material components?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6712224" data-attributes="member: 6787650"><p>Two other spells off the top of my head:</p><p></p><p>Forcecage, 7th level, 100' range, 1 hour duration, 1500 gp of ruby dust (not consumed), creates a 20' cage or 10' solid cube of force, anyone inside cannot escape without teleportation or disintegration and teleportation requires a Charisma save. Pretty sweet for a one-time 1500 investment, although from a fluff standpoint the material component baffles me--just what exactly are you doing with the ruby dust? Pouring it from one hand to the other?</p><p></p><p>Clone, 8th level, requires a 2000 gp container, a 1000 gp diamond (consumed), and a cubic inch of flesh from the creature to be cloned (gross). After 120 days the cloned creature has an extra body which will be inert until it dies, and then its mind/soul will transfer into that body as long as the container + body is still intact. Excellent spell for the price, although it hadn't occurred to me until just now exactly how squicky trying to extract a cubic inch of flesh from yourself might be.</p><p></p><p>Glyph of warding, 3rd+ level, touch range, 1 hour casting time, lasts until dispelled, 200 gp. Allows you to inscribe an almost-invisible rune (Investigation check to spot) into which you cast a summoning, area-effect, or individually-targetted spell (must be harmful) which will activate when a creature enters the affected area, which must be stationary, or touches the affected object (also stationary). (Or you can just take the built-in 5d8 fire/acide/cold/etc. damage instead of a separate spell.) If it's a summoning spell, the summoned creatures will attack the triggering creature; if area-effect, will be centered on creature. You get to choose the conditions for triggering the spell fairly freely, and the spell lasts for its full normal duration but doesn't require concentration even if it normally would. In short, this spell lets you spend 200 gp to lay a Summon Elemental trap or a Confusion trap or a Hypnotic Pattern trap or a Cloudkill trap or all four on top of each other (800 gp). With the right Epic Boons you could even cast a Meteor Swarm trap. Niche but quite nice in Combat As War campaigns where home ground advantage is a thing.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6712224, member: 6787650"] Two other spells off the top of my head: Forcecage, 7th level, 100' range, 1 hour duration, 1500 gp of ruby dust (not consumed), creates a 20' cage or 10' solid cube of force, anyone inside cannot escape without teleportation or disintegration and teleportation requires a Charisma save. Pretty sweet for a one-time 1500 investment, although from a fluff standpoint the material component baffles me--just what exactly are you doing with the ruby dust? Pouring it from one hand to the other? Clone, 8th level, requires a 2000 gp container, a 1000 gp diamond (consumed), and a cubic inch of flesh from the creature to be cloned (gross). After 120 days the cloned creature has an extra body which will be inert until it dies, and then its mind/soul will transfer into that body as long as the container + body is still intact. Excellent spell for the price, although it hadn't occurred to me until just now exactly how squicky trying to extract a cubic inch of flesh from yourself might be. Glyph of warding, 3rd+ level, touch range, 1 hour casting time, lasts until dispelled, 200 gp. Allows you to inscribe an almost-invisible rune (Investigation check to spot) into which you cast a summoning, area-effect, or individually-targetted spell (must be harmful) which will activate when a creature enters the affected area, which must be stationary, or touches the affected object (also stationary). (Or you can just take the built-in 5d8 fire/acide/cold/etc. damage instead of a separate spell.) If it's a summoning spell, the summoned creatures will attack the triggering creature; if area-effect, will be centered on creature. You get to choose the conditions for triggering the spell fairly freely, and the spell lasts for its full normal duration but doesn't require concentration even if it normally would. In short, this spell lets you spend 200 gp to lay a Summon Elemental trap or a Confusion trap or a Hypnotic Pattern trap or a Cloudkill trap or all four on top of each other (800 gp). With the right Epic Boons you could even cast a Meteor Swarm trap. Niche but quite nice in Combat As War campaigns where home ground advantage is a thing. [/QUOTE]
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How many spells have costly material components?
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