House Rules: Talismanic Components

Talismanic Components

Talismanic Components


Talismanic component can be used in the crafting of magical objects and alchemical items if the component's type matches the item. The talismanic component offsets the item's creation cost equals to the component's listed price.

Talismanic components can also be used as special spell components, used at the time of casting. The component must match the spell's type to have any effect. Only one type of component may be use for a spell, but multiple of There several ways to use talismanic component in spells. Only one option may be used at a time.

Increasing Caster Level: You can use the component to increase the spell's caster level by 1 for every 100 gp of the component's value times the spell's level. For example, a wizard can increase the caster level of a fireball by 3 by using 900 gp worth of red dragon blood.

Increasing Spell DC: You can use the components to increase the spell's DC by 1 for every 100 gp of the component's value times the spell's level. For example, a wizard can increase the spell DC of a fireball by 2 using 600 gp worth of red dragon blood.

Spontaneous Metamagic: You can use the components to apply a metamagic feat that you know to the spell without increasing its level. The cost of components needed is equal to 100 gp times the spell's level times the metamagic feat level increase. For example, a cleric can apply the Empower Spell feat on a cure moderate wounds spell by using 400 gp word of troll blood.

Component Creature Price Skill Description
Aetherite dust 1 gp per gram Craft (alchemy), Profession (miller or miner) Ground from the crystallized form of mana, aetherite dust can be used for any spell.
Doppelganger blood Doppelganger 100 gp Craft (alchemy), Heal Doppelganger blood loses its potency when exposed to air for more than a minute, unless put into an airtight sealed vial. Doppelganger blood can be used for spells with the polymorph subschool.
Troll blood Troll 100 gp Craft (alchemy), Heal Troll blood loses its potency when exposed to air for more than a minute, unless put into an airtight sealed vial. Troll blood can be used for spells with the healing subschool.
True dragon blood Any true dragon 200 gp Craft (alchemy), Heal Blood from a true dragon loses its potency when exposed to air for more than a minute, unless put into an airtight sealed vial. True dragon blood can be used for spells with the same elemental descriptor as the elemental damage of the breath weapon of the dragon it was extracted from.
Unicorn horn Unicorn 1,600 gp Profession (butcher, tanner or trapper) Unicorn horns can be used for spells with the healing subschools.
Wyvern poison

Mundane components


Mundane components can be harvested for trade and nonmagical crafting. These items are considered as trade goods, and can be sold at full price.

Animal Part Price Description
Pelt, aberration 30 gp x CR
Pelt, animal 10 gp x CR
Pelt, dragon 50 gp x CR Dragon pelts can offset the cost to create dragonhide and dragonskin armor and shields.
Pelt, magical beast 20 gp x CR

Harvesting Monsters


A creature's body parts are harvestable within four hours after it died. Body parts must be used or preserved somehow within that time frame as well. Afterwards, the body and its parts lose their potency and value.

To harvest a creature part while retaining its full potency and value, you must succeed a Heal or Profession (butcher) check. The DC is equal to 10 + the target creature's CR (minimum 1) + creature type modifier + body part location modifier. The creature must dead or helpless to make the check. You can attempt one check per hour. For every 5 your result beats the DC, you harvest one additional body part within that one hour. The gp value of the body part equals the creature's CR X creature's type modifier x body part location modifier x special ability modifier (if any). If a creature has more than one special ability, add all speical ability modifiers together.

Talismanic Affinities

Creature parts have affinities to different spell schools. You can use a creature part to increase the caster level or spell DC of a spell of its associated school, or both if you use two parts. You can also instead use the part to supplement the cost of a material component equal to the part's gp value. The creature part is consumed by the casting of the spell.

Table: Creature Type Modifier

Creature Type Modifier
Aberration +5
Animal +1
Construct +3
Dragon +4
Fey +3
Humanoid +1
Magical Beast +2
Monstrous Humanoid +2
Ooze +4
Outsider +4
Plant +3
Undead +3
Vermin +1

Table: Body Part Modifier

Body Part Modifier Spell School Affinity
Chitin, hides, scales, and other natural armor. +2 Abjuration
Gizzards, glands, hearts, livers, and other internal organs. +4 Conjuration
Ears, eyes, tongues, and other sensory organs. +3 Divination
Feathers, fur, hair, spines, and other decorative features. +1 Enchantment
Claws, fangs, horns, and other natural weapons. +1 Evocation
Fingers, tendrils, toes, and other prehensile digits. +1 Illusion
Bones, bile, and life-sustaining fluids, such as blood. +3 Necromancy
Feet, hands, paws, wings, and other appendages tied to locomotion. +2 Transmutation

Table: Special Ability Modifier

Special Ability Modifier Spell School Affinity
Ability damage and drain
All-around vision
Amorphous
Amphibious
Attach
Bleed
Blindsense
Blindsight
Blood drain
Blood rage
Breath weapon
Burn
Change shape
Channel resistance
Climb
Compression
Constrict
Construct traits
Curse
Curse of lycanthropy
Demon lord traits
Disease
Distraction
Dragon senses
Earth glide
Emotion aura
Empyreal lord traits
Energy drain
Fast healing
Fear
Fortification
Frightful presence
Gaze
Greensight
Heat
Immunity
Incorporeal
Keen scent
Lifesense
Light blindness
Light sensitivity
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