No spell requires the use of a material (M) component. Material components act as a catalyst, making the spell more effective. They require the use of 1 movement action. Material components will:
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1. Double the range; if the spell was touch, it becomes 10 yards. Spells with range 0 become range touch.
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2. Double the area of effect (each dimension).
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3. Double the duration.
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4. Double the actual effect of the spell (i.e. hp of damage, etc.). This doubles the die type rolled for random effects, not the number of dice.
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5. Double the caster's level for purposes of magic/spell resistance.
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6. Replace a V or S component.
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7. Double the caster's level for purposes of saving throw DC.
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8. Increase the spell level by 2 for purposes of anti-magic.
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It is possible to use more than 1 material component for a single spell, if you have "Ability to Double Material Component" (using 1 movement action for each component), but if the same bonus is selected twice, the bonus is triple (not quadruple).
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Cost of Material Componenting (Optional):
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This is an optional rule if the DM requires the PCs to have expensive materials to use this section.
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There are 2 basic types of material components: consumed and re-usable.
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Consumed components are less expensive (and usually less bulky) than re-usable components.
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