Introduction This supplement is a collection of optional mechanics to create the tone and feel of a low-magic setting while integrating easily into the core system of D&D 5e. These mechanics are largely setting agnostic, and can be used in part or in whole to create a campaign that focuses on being a spellcaster in a world where magic is scarce enough to inspire awe and reverence, yet volatile enough to be feared and suppressed. The changes contained within this Playstyle Ruleset will drastically alter the way the game is played. Changes to Resting, Spellcasting, and Resistance mechanics, as well as an added focus on managing Material Components will make spellcasting classes feel more powerful, but with a narrower margin for error. Strenuous Spellcasting An Elven woman keeps watch over her companions sleeping on the packed earth beside her. She hears the howls of wolves from nearby, and nervously rolls a ball of sulfur and bat guano between her fingers. They had been on the road for three weeks, and she was running dangerously low on resources. When she sees the goblin skirmishers bursting through the underbrush she curses under her breath, shoves the tiny ball back into her component pouch, and reaches for her greataxe. A Dwarf in half plate slings his shield over his shoulder and pulls an iron nail out of his pocket, which crumbles into rust as he chants an eerie incantation under his breath. The upstart young Transmuter is his prey. The young man's body locks up, frozen mid-stride in a paralyzing grasp. The dwarf casually slips his longsword between the Transmuter's ribs four times for good measure and returns home with his prize: A leather bound tome and a small herringbone pouch. This is a supplement for those who want a more grounded take on spellcasting, ranging from the gritty to the downright grimdark. Capricious Arcana Poppy Hilltopple was once an ordinary halfling. She recalls those days with a whistful fondness as the magic in her veins ignites the air around her. The energy flares around her limbs in strange magenta vortices with each spell she casts, until finally the dam bursts. She holds her breath for a brief moment of anticipation and wonders what will happen this time. As the fallen bandit's corpse smolder with magenta flames, an old song from her childhood begins to play on a warbling ethereal harpsichord. She smiles fondly at the forgotten tune and whistles along as she searches through the bandit's belongings. Jay Squall is seven feet deep in his cups when an old friend sits at the table across from him. He inquires as to Jay's current mood, and is regaled with a tale of tragedy not unheard of amongst adventurers. Jay's Orcish companion Krugg had gotten himself on the wrong end of a cave troll and died rather gruesomely. Though they did manage to slay the troll, both he and his wife Elidna, the Half-Elven Celestial Warlock, had sustained grievous injuries. Not wanting to lose Krugg, who was their guide through these mountain passes, Elidna wove together a large diamond out of shadows. She placed the diamond on Krugg's chest and cast Rivivify on his broken body. The radiant energy collected in Krugg's chest and he drew in a deep gasp of air. He was alive once more. When Krugg opened his eyes to make sense of what had happened, all he saw was Elidna screaming, her frail body wreathed in spellfire. Shocked, he sat up just in time to watch the flames consume her, bones and all, leaving behind nothing but a small pile of greying ash. Jay and Krugg spent the next month traveling north, to a small village resting peacefully between the low foothills and the pristine coastal shoreline. There at the place of her birth, Jay scattered Elidna's ashes into the shining sea. This supplement will heavily feature the use of Wild Magic, as well as the fallout from spellcasting gone awry.

Spellcasting Resting and Recovery The most significant change in this supplement will invole the way resting restores magical abilities and Spell Slots. Resting is now split into three categories: the Short Rest, the Long Rest, and the Extended Rest. A helpful guideline for remembering these variant rules is that for the majority of spells and magical abilities, the kind of rest required to restore expended uses of those abilities increases by one. Short Rest The short rest remains largely unchanged. You can still spend Hit Dice to recover hitpoints, and class features such as the Fighter's Action Surge, Bard's Bardic Inspiration, and Monk's Ki Points replenish as usual, but magical abilities such as Channel Divinity and Wild Shape now require longer time to recover. The Wizard's Arcane Recovery and Circle of the Land Druid's Natural Recovery can be used during a Short Rest to restore expended Spell Slots, but they cannot be used more than once per Extended Rest. Additionally, a Short Rest can be used to restore a Warlock's Cantrip Slots, which is explained in the Cantrips section. Long Rests A Long Rest of 8 hours restores all hit points and replenishes half of a character’s total number of hit dice as usual, as well as the Warlock’s Pact Magic Spell Slots, the Cleric's Channel Divinity, and the Circle of the Moon Druid's Wild Shapes. It is notable that although a Long Rest no longer restores expended Spell Slots, it does restore Sorcery Points. This preserves the Sorcerer as a wellspring of magic, able to make up for their limited number of spells known with long-term endurance and flexibility. The Sorcerer's Flexible Casting feature can now be used to restore expended Spell Slots, which do not disappear upon completing a Long Rest. Additionally, a Long Rest can be used to restore a spellcaster's Cantrip Spell Slots, which is explained in the Cantrips section. The Extended Rest The Extended Rest is a significant period of downtime as short as one week, or as long as several months, depending on the pace of your campaign. Spellcasting classes regain all expended Spell Slots, non-Circle of the Moon Druids regain all expended Wild Shapes, and Warlocks regain all expended Mystic Arcana upon completing an Extended Rest. An Extended Rest is also required for characters to advance in level, during which time at least 4 hours of each day be devoted to training, study, research, or other activities relevant to the class being advanced. Extended Rests are also a mechanical way to implement downtime activities, social encounters, and roleplay separate from adventure, exploration, and combat. Ambient Magic Spells which are cast from Spell Slots use the spellcaster's body as a conduit for drawing magical energies from other planes. Spells cast in this way are tremendously taxing, and even the most skilled spellcasters cannot rely on this ability consistently. Cantrips and Ritual Spells, on the other hand, draw their power from the ambient magical energy that suffuses this plane. As such, their energies are more stable and easier to tap into, but can quickly run out. Cantrips A Cantrip is a spell which draws upon the Ambient Magic that flows through the caster's body rather than pulling the energy from another plane. For this reason, it both depletes and regenerates fairly quickly. A creature capable of casting Cantrips will have a number of Cantrip Slots equal to 1 plus their spellcasting ability modifier. These slots replenish when the caster completes a Long Rest, with the exception of the Warlock, whose otherworldly magic restores their Cantrip slots on a Short Rest. Multiclass characters use whichever Spellcasting Ability Score is highest, and Multiclass Warlocks regain a maximum number of Cantrip Slots equal to 1 plus half their Warlock level (rounded down) when they complete a Short Rest. Rituals A Ritual Spell is one which sacrifices time in exchange for efficiency. By drawing all of the Ambient Magic in an area towards the caster, a spell which would usually require opening a channel to another plane can be cast without exhausting the caster's most precious resources. While this is a useful skill to have, it is by no means perfect. Ambient Magic requires time to replenish, and multiple Ritual Casters in the same area will be drawing off the same source. A group which contains more than one spellcaster shares a pool of 3 Ritual Spell Slots per day. While some extraordianry circumstances such as Teleporting to a new location may reset this pool, you may also find yourself in locations such as cities where the Ambient Magic is too low to support the small population of spellcasters who live there. In some areas where the Ambient Magic is more dense, the DM may increase the Ritual Spell pool above 3 slots, but each additional slot above 3 adds a cumulative 10% chance of triggering a Wild Magic Surge to all Ritual castings. Spell Components In a low magic setting, spell components are integral to any practioner of the Divine and Arcane Arts. While Verbal and Somatic components remain unchanged, emphasis has been added to the importance of Material components.

While spellcasting foci do exist, they are both extremely rare and require considerable skill and effort to construct. Crafting a focus for a full caster is possible starting at 11th level, but by that point it may be difficult for your campaign to remain in a Low Magic setting. Material Components A good Practitioner of the Arts is always on the lookout for materials with the potential to shape and focus transplanar energies. While these materials are usually fairly common, there is always the risk of running out of more exotic materials at an inopportune moment. A spell which calls for a material component without a gold cost always consumes these components, whether the spell is successful or not. Any slain creature with the spellcasting feature may reasonably be expected to have a Component Pouch containing the materials necessary to cast all of the spells on its spell list at least once. At the end of this supplement, a table will be included of the various material components and the spells they are used for. The Component Pouch When a spellcaster begins his adventuring career, he acquires a spell Component Pouch. These pouches function as a specialized quiver for spellcasting. Two standard pouch designs exist, one which holds 20 individual components and can be concealed beneath clothing or armor, and one which holds 60 individual components and is worn on the hip similarly to a coin purse. While it may be advantageous to choose a Component Pouch that can hold more materials, a spellcaster who openly displays their component pouch is likely to draw significant attention to themselves. This may be dangerous in locations where magic is illegal or taboo. It is crucial that each compartment within the pouch holds the precise amount of material required for the casting of a single spell. While it is true that a pouch compartment can fit many small pieces of material, keeping components separated has been known for some time to reduces the likelihood of Magical Mishaps. A spellcaster must prepare his Component Pouch as often as he prepares his spells. Components for Ritual spells or spells unlikely to be needed at a moment’s notice may be stored in backpacks for use later, but retrieving them from storage takes one minute. In order for a spell to be cast in combat, while moving quickly, or while moving stealthily, the components for that spell must be kept within the Component Pouch. Unknown Materials When a spellcaster learns a new spell upon leveling up, they gain a theoretical understanding of how the spell works. They learn what material components are required to cast the spell upon gaining this theoretical understanding. Characters would therefore not seek out material components for spells they have no knowledge of, but a reasonably skilled spellcaster would know when a material they come across has magical potential. If a spellcaster comes across such a material, a successful Arcana check may reveal to the caster that the material is useful for the purposes of spellcasting. The DC is equal to 10 plus the level of the spell that the material is used for. If multiple spells use the same material component, the DC is equal to is the lowest level spell. Eschew Materials Any wizard who has lived long enough to practice his craft in relative security knows the importance of proper spell selection. Being caught off guard without your material components is no excuse for getting captured or killed. A spellcaster in a world where material components and their uses are closely guarded secrets will make sure that the backbone of his spell list requires only verbal or somatic components. A table for those spells that require no material components can be found at the end of this supplement. Spells which require readily available materials such as water, iron, dirt, stone, dust, or sand should also be preferentially favored by the cunning mage, while only a small percentage of their spells should require exotic components. As powerful as Fireball is, it is much less powerful when you run out of bat guano in the field. Material Adventures Fully implementing a system for material spell components creates an opportunity for unusual kinds of adventure. Players should be encouraged to seek out the exotic material components for powerful spells rather than simply purchasing them in the nearest marketplace when they inevitably run out. Spells like Bigby's Hand, Fireball, Hypnotic Pattern, Polymorph, and Vitriolic Sphere are some of the spells that require exotic material components worthy of an adventure. Consider how many Snakeskin Gloves could be crafted from a Yuan-ti Abomination, how much Bat Guano there is in the Underdark, or where exactly someone might find a Giant Slug. Let your players adventure for their exotic material components and they will appreciate those spells all the more.

Mercurial Power What magic does exist in a low-magic setting seems to have a will of its own. It requires coaxing, wrangling, and force of will to control. Even when handled with care, the essence of magic is untamable and may lash out at its handler without warning or hesitation. Magical Mishaps A magical mishap occurs when a spell goes awry. Whenever a spell is cast, including Cantrips, roll a d20. On a roll of 1, roll on the Magical Mishap Table. A Cantrip counts as a 1st Level Spell for the purposes of the Magical Mishap table. Whenever a spell is prevented by Counterspell, the energy of the spell dissipates violently. The target of the Counterspell must roll on the Magical Mishaps table. Magical Mishap Table d10 Effect 1 The spell fizzles, consuming the Spell Slot and Material Components but otherwise having no effect. 2 The spell detonates, dealing 1d8 force damage per spell level to the caster and anyone within 20 feet. 3 The spell consumes additional Spell Slots equal to the spell's level and all damage and healing dice are maximized, if possible. 4 The spell is cast successfully, even if the Magical Mishap was triggered by a counterspell. The clashing energies causes a Wild Magic Surge to occur. 5 The spell fails and burns the caster, Stunning them until the end of their next turn. 6 The spell fails and shocks the caster, Paralyzing them until the end of their next turn. d10 Effect 7 The spell fails and Blinds the caster for 1 hour. 8 The spell twists and mutates in the caster's hands. A different spell that the caster knows or has prepared is cast randomly instead, as determined by the DM or by rolling. The spell consumes the Spell Slot of whichever spell is higher level. 9 The spell lashes out at the caster, rendering them Unconscious for 1 minute or until an Ally uses their Action to awaken them. 10 Spellfire consumes the caster's body, dealing 2d12 fire damage per spell level, and half that damage at the start of their turn for 1d4 rounds. Wild Magic In areas where magic is particularly unstable, there is a chance for spellcasters to trigger a Wild Magic Surge, as described in the Players Handbook. You can substitute Magical Mishaps for Wild Magic Surges if you want a less punishing version of spellcasting, or you can use both Magical Mishaps on a roll of 1 and Wild Magic Surges on a roll of 20 if you want magic to be both dangerous and chaotic. A Wild Magic Surge may also be triggered when a spell or magical effect is ended by Dispel Magic, or when a spellcaster fails a concentration check. Sorcerer Variant Consider allowing the Wild Magic Sorcerer to trigger a Wild Magic Surge whenever they cast any spell. This will make the subclass more compelling to play, and also allow areas of Wild Magic to exist without treading on your players' toes.

Learning New Spells With the exception of the Divine spellcasters (Clerics, Druids, and Paladins) whose connection to Nature, Diety, or other source of spiritual power grants them access to their complete spell list, all other spellcasters must acquire new spells through a process of Instruction or Experimentation. Arcane Tutelage Bards and Rangers are the two classes with the strongest connection to an oral tradition passed down from one generation to the next. For a Bard or Ranger to acquire a new spell upon leveling up, they must spend part or all of an Extended Rest seeking out a Master of their trade. Not all Master Bards or Rangers know every spell you may desire to learn, but for every spell on the Bard or Ranger spell list, there is a Master somewhere looking to pass their wisdom on to keep the traditions alive. Warlocks as well have the option of seeking Instruction, though the process they use is far less pleasant than those of the Bard and Ranger. The Warlock may spend part or all of an Extended Rest in communion with their Patron, striking inreasingly more convoluted pacts while under the influence of mind-bending plant medicines and esoteric meditation rituals. In exchange for knowledge of a specific spell, the Warlock agrees to carry out one act to further his Patron's grand designs. So long as the Bard, Ranger, or Warlock seeks out and locates an appropriate Instructor and spends part of an Extended Rest studying under them, they can add to their list of known spells any spell on their Instructor's spell list, provided they do not exceed the number or level of spells the character can learn. Magical Experimentation The Sorcerer and Wizard are not quite as fortunate as Bards and Rangers when it comes to acquiring new spells. For the Sorcerer, their unique connection to their magical bloodline requires practiced effort to control and manifest new spells, and no amount of instruction can expedite this process. The Wizard, on the other hand, faces more serious challenges. While they would certainly benefit from the tutelage of a more practiced Wizard, seeking out such an instructor is a good way to get yourself killed and your spellbooks pillaged. Wizards are notoriously slow to trust, and for good reason. The solitary and competitive lifestyle of Wizards leads to bitter rivalries and occasionally outright sabotage. For the Sorcerer and Wizard, as well as the Warlock who does not wish to become further indebted to his Patron, an Extended Rest can be used to experiment with new forms and styles of spellcasting. When you gain new spells by leveling up, you can make a Magical Experimentation check during your Extended Rest to attempt to learn a new spell. Roll a d20 and add your Spellcasting Ability Modifier. If the total rolled exceeds 10 plus the level of the spell, you can add that spell to your spellbook or list of known spells. If the roll does not meet the DC, you cannot learn that spell during this Extended Rest. You must select a different spell to make an additional check. You can experiment as often as necessary to acquire your new spells, though you can only perform a new Magical Experimentation once per day during an Extended Rest. If the spell you are attempting to learn through experimentation is of the same school as your Arcane Tradition, you may add your Proficiency Bonus to the check. Spell Vulnerability In settings where the use of magic inspires terror, its reputation for destruction is well earned. All creatures' resistances and immunities are decresed by one increment for spells and magical effects. Creatures that were Immune to a damage type are now Resistant to that damage type if the damage is caused by a spell or magical effect. Creatures which were Resistant to a damage type now take regular damage from spells and magical effects of that damage type. Creatures which would take regular damage from spells and magical effects are now Vulnerable to that damage. Creatures that were Vulnerable to a damage type are now Weak to spells and magical effects of that damage type. They take three times as much damage rather than twice as much. This applies to spells, abilities, and effects that are explicitly magical in nature or abilities that consume spell slots. Spell Vulnerability does not apply to magic weapons. When a creature gains damage resistance, whether it be from a magic item, spell, or class feature, their damage resistance to spells of that damage type increases by one increment. For example, a Barbarian's Ring of Lightning Resistance will negate his's vulnerability to the Lightning Bolt spell, and his Bear Totem Rage will increse his resistance by one additional increment. You cannot stack multiple resistance effects to gain immunity to a damage type. Spells which grant Immunity to damage types such as Invulnerability and Primordial Ward continue to do so. Spell Vulnerability In Practice A Gold Dragonborn Sorcerer with the Elemental Adept (Fire) feat is battling an Adult Red Dragon with his party. The Dragon uses its Breath Weapon against the Sorcerer, but because the Breath Weapon is not a spell, the Sorcerer's Draconic Ancestry grants resistance to it. The Dragonborn casts Scorching Ray at the Dragon. Because the baseline Red Dragon is Immune to fire damage, Spell Vulnerability reduces its immunity to resistance. Because of Elemental Adept, that resistance is negated, allowing the Sorcerer to deal normal damage to the Dragon. The party's Grave Domain Cleric then uses his Path to the Grave Channel Divinity to impose Vulnerability on the Dragon. On the Sorcerer's turn, he casts Vitriolic Sphere. Path to the Grave imposes Vulnerability on the Dragon, and Spell Vulnerability reduces that Vulnerability further to a Weakness. The Dragon takes tripple damage from the Sorcerer's spell.

Character Options Arms and Armor In a low magic setting, even those who practice divine or arcane arts cannot rely on those arts to protect them when caught off guard and unprepared. A spellcaster who pursues the lifestyle of an adventurer must therefor have some martial training to fall back on in times of need. Arms Bards, Clerics, Druids, Sorcerers Warlocks, and Wizards gain proficiency with one Martial Weapon of their choice. In addition to this, all classes gain the Extra Atack feature at 5th level. If a subclass feature would grant Extra Attack, such as for the Valor Bard or Bladesinger Wizard archetypes, those subclasses gain one fighting style instead. Classes that normally gain the Extra Attack feature at level 5 also gain an additional fighting style. Armor All spellcasting classes gain proficiency with shields, and their Armor Proficiencies increase by one step. Wizards, and Sorcerers gain proficiency with Light Armor, Bards and Warlocks gain proficiency with Medium Armor, and Clerics, Druids, and Rangers gain proficiency with Heavy Armor. Subclass features that would grant armor proficiencies such as the Warlock's Hex Warrior feature or Bladesinger's Training in War and Song increase their armor proficiency by one additional step. While some class features will conflict with these new proficiencies such as the Bladesinger's Bladesong or the Druid's aversion to metal armor, it does open up new playstyles that would otherwise not be supported. Tracking Armor Class It is important to note that although these changes to Armor Proficiencies will result in spellcasting PCs with a higher AC than usual, no character should be spending every moment of the day in their armor. While it may be tedious, get into the habit of asking your players (or stating to your DM) when they are changing betwen their armor and their common clothes. NPCs will react much differently to a well dressed traveler with a blade on his hip than to a fully armored sellsword. Ideally, the players should begin to weigh the benefits of an AC boost against the suspicion and stigma their equipment inspires. Feats The following feats are an optional choice to further customize your character. Use of Feats are an optional rule, and some or all of these Feats may be included at your DMs discretion. As with all optional rules in this supplement, consider these Feats to be playtest material and subject to change upon further review. Basic Training Prerequisite: 13 or higher Strength or Dexterity Increase your Strength or Dexterity by 1, to a maximum of 20.

You gain 1 fighting style. You may take this feat multiple times. Shock and Awe Prerequisite: The ability to cast at least one spell When you cast a spell that deals damage, hostile creatures within 30 feet of you must make a Wisdom Saving Throw against your spell save DC or become frightened of you for one minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effect for the next 24 hours. Radiant Presence Prerequisite: The ability to cast at least one spell When you cast a spell that restores hit points, cures a status effect, or returns a dead creature to life, a number of non-hostile creatures of your choice equal to your spellcasting ability modifier must make a wisdom saving throw against your spell save DC or become charmed by you for one hour. Once you use this feature, you cannot use it again until you finish an Extended Rest. Ambient Flare Prerequisite: The ability to cast at least one spell On your turn, when you score a Critical Hit with a Spell Attack, you can cast one Cantrip as a Bonus Action. Before you make a Spell Attack with a Cantrip, you can choose to take a -5 penalty to the Attack roll. If you do so and the Spell Attack hits, it deals +10 damage. Redirect Energy Prerequisite: The ability to cast at least one spell When you cast a spell that requires one or more targets to make a Saving Throw, you can choose to end a spell of first level or higher that you are concentrating on early in order to impose Disadvantage on those Saving Throws.

Fighting Styles Fighting styles are intended to add a layer of customization to martial combatants who are skilled in one or more specialized form of combat. These additional options are available to any class that gains a Fighting Style as a class feature or any character who takes the Basic Training Feat. When a creature ends its turn within 5 feet of you, you can use your reaction to move up to half your speed without provoking opportunity attacks. Lookout When you are moving stealthily, scouting ahead, or standing guard, your Initiative rolls can never be lower than your Passive Perception score. Sidearm Specialist When you are wielding a light or finesse weapon in your offhand, you gain a +1 bonus to AC. Fighting Dirty When you are wielding a melee weapon in one hand and have one hand free, you can use your reaction to impose disadvantage on one attack directed at you. If the attack misses, you can make one melee weapon attack as part of the same reaction. Improviser You gain proficiency with improvised weapons, which deal 1d6 when wielded with one hand, 1d8 when wielded with two hands, and have a thrown range of 20/40 ft. Additionally, creatures struck with an improvised weapon before they have acted in combat have their speed reduced by half until the end of their next turn. Formation Fighter When you are within 5 feet of an ally and both you and that ally are holding shields, you can use a bonus action on your turn to hold a line. You gain a +1 bonus to AC, you cannot be forced to move against your will, and you can use your reaction to make one melee weapon attack against an enemy who enters your reach for the first time on their turn. The formation lasts until you move or until there is no longer an ally within 5 feet of you holding a shield. Thrown Weapon Specialist You gain a +2 bonus to attack and damage rolls you make with thrown weapons. Additionally, when you score a critical hit with a thrown weapon, you can roll one additional weapon damage die. Charger When you move at least 20 feet straight toward a creature and then hit it with an Attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. The DC is equal to 8 + your proficiency bonus + your Strength modifier. Tower Shield Specialist When you are holding a Tower Shield, you can crouch behind it to gain Total Cover against any creatures located in a cone directly in front of you. While crouched, your movement speed is reduced by half, and you are considered Prone to creatures outside of the cone. At the start of each of your turns, you decide which direction the cone faces and whether you remain crouched. You may spend 10 feet of movement to end the crouch. Tower Shields A Tower Shield provides a +2 bonus to AC, and requires a Strength score of 15 to equip. One Medium sized creature within 5 feet of you gains Half Cover, or one Small sized creature within 5 feet of you gains Three-Quarters Cover. Skirmish Archer When you attack a creature with a bow or crossbow and you are within 15 feet of that creature, your attacks have advantage. If the attack hits, your walking speed increases by 10 feet until the end of your turn. Staff Specialist When you strike a creature with a quarterstaff, that creature cannot make opportunity attacks against you for the rest of your turn. Additionally, you can use your Bonus Action to attempt to sweep a creature off its feet. Make a contested Dexterity check against the creature. On a success, it is knocked prone. Giant's Bane When you make a Melee Weapon Attack against a Large or Huge sized creature, you can add your proficiency bonus to the damage roll. Mechanical Advantage If you are a Small sized creature, you can wield a Heavy Melee Weapon without suffering Disadvantage. Reckless Abandon When you make a Melee Weapon Attack, you can choose to impose Disadvantage on the Attack Roll. If you do, your Critical Hit Range increases by 1. You can use this feature multiple times, and the Critical Hit Range continues to increase. Your Critical Hit Range resets when you score a Critical Hit. Nimble Snickersnee When you are wielding a Dagger in one hand and have one hand free, you can use your Bonus Action immediately after making an Attack to take the Dodge Action.

New Spells the following spells are available to all spellcasting classes. Symphony of Threads 1st-level divination Casting Time: 1 action

1 action Range: Touch

Touch Components: VSM (a material component for a spell you cannot cast)

VSM (a material component for a spell you cannot cast) Duration: instantaneous You touch a piece of material that you have confirmed is a spell component with a successful Arcana check. You identify all of the spells that the material is a component for, and you gain a vague understanding of how each spell fits together. The next time you make a Magical Experimentation roll in the next 24 hours while using this material, you make the roll with advantage. Dowsing 3rd-level divination (ritual) Casting Time: 1 action

1 action Range: Self

Self Components: SM (a piece of material to be located and a twig)

SM (a piece of material to be located and a twig) Duration: Concentration, 1 hour You touch a piece of material. While you are concentrating on this spell, you sense the distance and direction of the nearest source, collection, or deposit of that material within 1 mile, if any are present. If the material you touch is a spell component, you will not sense the presence of similar but magically inert materials. Create Focus 6th-level transmutation Casting Time: 1 hour

1 hour Range: 10 feet

10 feet Components: VSM (A Crystal, Rod, Orb, Staff, or Wand worth at least 150 gp, and the heart of a magical creature of CR 10 or higher, which this spell consumes)

VSM (A Crystal, Rod, Orb, Staff, or Wand worth at least 150 gp, and the heart of a magical creature of CR 10 or higher, which this spell consumes) Duration: instantaneous You craft for yourselves a spellcasting focus that contains the essence of an innately magical creature. While you hold this focus, you do not need to supply material components for spells if those material components cost 500gp or less. The process of creating the focus attunes it to you. The focus is moderately sentient, and it has the alignment, personality, and Intelligence, Wisdom, and Charisma scores of the magical creature whose essence it contains. No other creature can become attuned to your focus while you remain alive, but the focus will choose a new master once its creator is slain. Entropic Siphon 2nd-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: VS

VS Duration: 8 hours A creature you touch is warded against the effects of Magical Mishaps and Wild Magic Surges. Once before the spell ends, the warded creature can use their reaction to expell the volatile energies into another plane, cancelling the effect of one Magical Mishap or Wild Magic Surge. You can use this ability after you have rolled on the table, but before the result takes effect. Illusory Components 1st-level illusion(ritual) Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: VS

VS Duration: Special You pull wisps of Shadow material from the Shadowfell to create a single nonliving object worth no more than 50gp to serve as a spell's Material Component. The object created must be small enough to fit in the palm of your hand, and the object must be of a form and material that you have seen before. The Duration depends on the object's material. If the object is composed of multiple materials, use the shortest Duration. Material Duration Organic matter 1 day Stone/crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine/Mithral 1 minute Using any material created by this spell as another spell's material component increases the likelihood of that spell triggering a Magical Mishap or Wild Magic Surge by 10% per spell level. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the value of the created material increases by 100gp for each slot level above 1st. Illusory Risk While using Illusory Components to create exotic or expensive spell components is useful for lower level spells, the benefit of this ability is rapidly outstripped by its risk. Using a 4th level spell slot to create the Diamonds necessary to cast the Revivify spell may save lives, but the third level spell has a 70% chance of triggering either a Wild Magic Surge or a Magical Mishap. Casting a 5th level spell from Illusory Components not only has a 100% chance of triggering one or the other, it also has a 10% chance of triggering both on a roll of 10 or 11.

Classes In Context This is a brief examination of how the spellcasting classes might differ in a low magic magic campaign from their more traditional depictions in D&D and other heroic fantasy. These descriptions have no mechanical impact, and are included purely for flavor and to provide inspiration for potential roleplay opportunities. Bard The Bard is a member of an unbroken chain of oral tradition. Culture, folklore, histories, and esoteric secrets flow endlessly from the master's lips to the ears of the young pupils who seek him out. The Bardic tradition is a university without a campus. The world is their classroom, and they delight in sharing an unheard story or a piece of forgotten lore with their peers when they inevitably cross paths. It is said that every single spell that has ever been cast exists somewhere in the mind of a Bard. Many a baffled adventurer has watched their light-hearted lore-hungry companions spontaneously produce magic known only to the most adept Wizards or devout Clerics. If those adventurers were to press their companion for an explanation, he would explain the way of the Bard in the most concise way possible: it was tought to him by an old friend he met only once, on the promise that he do the same when young ones seek him out. Cleric It is a common misconception that the power a Cleric wields is a boon given to them by a diety they worship. In truth, the Cleric's power is a product of their faith. Faith in the Gods, yes, but also faith in the righteousness of a cause, faith in an ideal, faith in themselves, or faith in others. It is the power of faith that draws radiant power from the higher planes and allows the Cleric to speak their vision into the world and make it true. Unlike most other spell casters, the Cleric has an intuitive understanding of the magic that they are capable of casting. With adequite preparation and time to focus their faith on a particular goal, they can be certain that the spells they require will come to them, even if it means temporarily releasing other well-worn spells that don't currently suit their purposes. Clerics range from compassionate defenders of the innocent to zealous malignancies intent on spreading idealogies of strife, conquest, or oppression. Druid Far from the security and tyranny of civilization and established statehood, the last free tribes eke out a life for themselves in the inhospitable wilderness. These nomadic and hunter-gatherer cultures survive to this day through the leadership and wisdom of their chiefs, elders, shamans, and spiritual teachers, the Druids. The path of the Druid is one steeped in tradition. Though every tribe has at least one Druid, the inner workings of their order is known only to those who gather in locations unknown under full moons, where they practice ancient rituals long forgotten by more civilized folk. Initiated Druids walk in the skins of beasts, heal the sick and the injured, and channel the unflinching wrath of nature itself in defense of their people. Some Druids live on the outskirts of their tribes as medicine men or women, rarely interacting with those they watch over. Still others don plates of ironwood armor and join their Barbarian tribesmen on the front lines as divinely inspired warrior chieftains. Paladin Paladins are the backbone of civilization. Knights of the realm, protectors of the peace, and enforcers of the law. The Order of Paladins is a decentralized police force, where each member is empowered to enforce the law as they see fit. While there is typically a heirarchy within Paladin Orders, in practice each Paladin serves and protects a region of land or territory large enough that they seldom encounter other members. They serve a similar function to sheriffs, and rarely administer justice outside of their own jurisdiction. The exception to this of course is during times of conflict, when the Paladin Orders leave their ceremonial positions, take up arms against percieved enemies of the realm, and band together to revel in the glory of a Holy War.

Ranger The Conclave of Rangers is an order as old as time. Bridging the gap between the Paladin who guards civilization and the Druid who defends the tribe, Rangers make their home in the wild places of the world, seeking to keep all peoples safe from the terrors that lurk in the darkest corners. Like the Bard, Rangers pass their traditions on from master to pupil. Rather than passing on stories, folklore, and history, however, the Ranger passes on something much more unnerving: the weaknesses of monstrous races that the Ranger specializes in eradicating. While the Paladins are busy protecting civilization from within their city walls, Rangers are stalking the wilds and taking the fight to the crypts, caves, burrows, and lairs where truely evil creatures reside. Sorcerer Put simply, the Sorcerer did not ask for this. Their magic is an accident of their birth, which some Sorcerers choose to see as a blessing while others justifiably view it as a curse. In some places, both are true. Unlike the Wizard, whose connection to the energies of other planes is determined by his skill and experience alone, the Sorcerer is himself a bridge to those energies. The magic that flows in the Sorcerer's veins is wild and chaotic, sparking fires and ripping holes in reality when a Sorcerer loses control of their emotions. It is for this reason that Sorcerer's seek out the difficult life of an adventurer. Experience teaches that their magic is a muscle which must be exercised regularly in order to maintain control and grow. Even the gentle souled Sorcerer who does not wish to cause harm will concede that it is much better to lose control in an abandoned dungeon than in a city. Warlock As a Warlock, you are acutely aware of the fact that you are a member of a priveledged class, even among spellcasters. While other spellcasters must jealously conserve their magical reserves, lest they find themselves succumbing to attrition, your power seems to spring from a bottomless well of magic. While it is still possible to overexert yourself on any given day or to recklessly burn through a large stockpile of material components, you rarely need to worry about paying tomorrow for the excesses of today. Of course, nothing in this world is free, especially power. The Warlock treads a fine line between ultimate freedom and eternal servitude. Because the power that courses through the Warlock's veins does not belong to him, he is at the mercy of his patron's grand design. Should he defy his patron's instructions, he may find his power stripped away from him and gifted to another. In practice however, the otherworldly beings that serve as patrons rarely strike bargains with mortal creatures unless those mortal's goals are in alignment with their own. It is for this reason that most Warlocks in the world exhibit symptoms of mental imbalance or harbor beliefs in extreme contrast to accepted orthodoxy. It is precisely their unusual perspective that makes them useful pawns in the chess games of eternal cosmic beings. Wizard The life of a Wizard is one of such danger and turmoil that none would choose to walk that path, save for those who were born for it. Those with an unwavering fascinating with discovery bordering on obsession are the ones who know the risks and choose to proceed in spite of them. For the culture among Wizards is one of predator and prey. It is much easier for an experienced Wizard to find and kill his rivals in order to acquire new spells than it is to discover those same spells through research and experimentation alone. It is for this reason that Wizards rarely if ever take on apprentices. From their perspective, if the apprentice is weak or careless, he will not live long enough to produce any great works. On the other hand, if he is cunning and skilled enough to survive his apprenticeship, he represents a threat to his mentor, whose voluminous arcane research would be too tempting to resist. Thus, Wizard society is one of stratification and paranoia, a pool of sharks who must stay in motion at all times or perish. Despite this, accomplished Wizards who take up a life of adventuring find the same thrill of discovery and triumph without the added risk of attempted assassination. It is for this reason that although those with the ambition and intelligence to become Wizards are a rare breed, they are not unheard of among soldiers, mercenaries, and adventuring companies.

Appendix: Spells Without Material Components Cantrips Spell Classes Acid Splash Sorcerer, Wizard Blade Ward Bard, Sorcerer, Warlock, Wizard Booming Blade Sorcerer, Warlock, Wizard Chill Touch Sorcerer, Warlock, Wizard Control Flames Druid, Sorcerer, Wizard Create Bonfire Druid, Sorcerer, Warlock, Wizard Druidcraft Druid Eldritch Blast Warlock Fire Bolt Sorcerer, Wizard Frostbite Druid, Sorcerer, Warlock, Wizard Green Flame Blade Sorcerer, Warlock, Wizard Guidance Cleric, Druid Gust Druid, Sorcerer, Wizard Lightning Lure Sorcerer, Warlock, Wizard Mage Hand Bard, Sorcerer, Warlock, Wizard Magic Stone Druid, Warlock Mold Earth Druid, Sorcerer, Wizard Poison Spray Druid, Sorcerer, Warlock, Wizard Prestidigitation Bard, Sorcerer, Warlock, Wizard Primal Savagery Druid Produce Flame Druid Ray of Frost Sorcerer, Wizard Sacred Flame Cleric Shape Water Druid, Sorcerer, Wizard Shocking Grasp Sorcerer, Wizard Spare the Dying Cleric Sword Burst Sorcerer, Warlock, Wizard Thaumaturgy Cleric Thunderclap Bard, Sorcerer, Druid, Warlock, Wizard Toll the Dead Cleric, Warlock, Wizard True Strike Bard, Sorcerer, Warlock, Wizard Vicious Mockery Bard 1st Level Spell Classes Absorb Elements Druid, Ranger, Wizard, Sorcerer Arms of Hadar Warlock Burning Hands Sorcerer, Wizard Catapult Sorcerer, Wizard Cause Fear Warlock, Wizard Chaos Bolt Sorcerer Charm Person Bard, Druid, Sorcerer, Warlock, Wizard Spell Classes Command Cleric, Paladin Compelled Duel Paladin Cure Wounds Bard, Cleric, Druid, Paladin, Ranger Detect Evil and Good Cleric, Paladin Detect Magic Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Disguise Self Bard, Sorcerer, Wizard Dissonant Whispers Bard Divine Favor Paladin Earth Tremor Bard, Druid, Sorcerer, Wizard Ensnaring Strike Ranger Entangle Druid Expeditious Retreat Sorcerer, Warlock, Wizard Faerie Fire Bard, Druid Fog Cloud Druid, Ranger, Sorcerer, Wizard Guiding Bolt Cleric Hail of Thorns Ranger Healing Word Bard, Cleric, Druid Helish Rebuke Warlock Heroism Bard, Paladin Hunter's Mark Ranger Inflict Wounds Cleric Magic Missile Sorcerer, Wizard Purify Food and Drink Cleric, Druid, Paladin Ray of Sickness Sorcerer, Wizard Searing Smite Paladin Shield Sorcerer, Wizard Speak with Animals Bard, Druid, Ranger Thunderous Smite Paladin Thunderwave Bard, Druid, Sorcerer, Wizard Wrathful Smite Paladin Zephyr Strike Ranger 2nd Level Spell Classes Alter Self Sorcerer, Wizard Beast Sense Druid, Ranger Blindness/Deafness Bard, Cleric, Sorcerer, Wizard Blur Sorcerer, Wizard Branding Smite Paladin

2nd Level Spell Classes Calm Emotions Bard, Cleric Crown of Madness Bard, Sorcerer, Warlock, Wizard Earthbind Druid, Sorcerer, Warlock, Wizard Enthrall Bard, Warlock Find Steed Paladin Find Traps Cleric, Druid, Ranger Healing Spirit Druid, Ranger Knock Bard, Sorcerer, Wizard Lesser Restoration Bard, Cleric, Druid, Paladin, Ranger Magic Weapon Paladin, Wizard Mind Spike Sorcerer, Warlock, Wizard Mirror Image Sorcerer, Warlock, Wizard Misty Step Sorcerer, Warlock, Wizard Prayer of Healing Cleric Protection from Poison Cleric, Druid, Paladin, Ranger Pyrotechnics Bard, Sorcerer, Wizard Ray of Enfeeblement Warlock, Wizard Scorching Ray Sorcerer, Wizard Shadow Blade Sorcerer, Warlock, Wizard Silence Bard, Cleric, Ranger Skywrite Bard, Druid, Wizard Spiritual Weapon Cleric Warding Wind Bard, Druid, Sorcerer, Wizard Zone of Truth Bard, Cleric, Paladin 3rd Level Spell Classes Aura of Vitality Paladin Beacon of Hope Cleric Bestow Curse Bard, Cleric, Wizard Blinding Smite Paladin Blink Sorcerer, Wizard Call Lightning Druid Conjure Animals Druid, Ranger Counterspell Sorcerer, Wizard Create Food and Water Cleric, Paladin Crusader's Mantle Paladin Daylight Cleric, Druid, Paladin, Ranger, Sorcerer Dispel Magic Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard Elemental Weapon Paladin Enemies Abound Bard, Sorcerer, Warlock, Wizard Spell Classes Flame Arrows Druid, Ranger, Sorcerer, Wizard Life Transference Cleric, Wizard Lightning Arrow Ranger Mass Healing Word Cleric Meld into Stone Cleric, Druid Phantom Steed Wizard Plant Growth Bard, Druid, Ranger Protection from Energy Cleric, Druid, Ranger, Sorcerer, Wizard Remove Curse Cleric, Paladin, Warlock, Wizard Speak with Plants Bard, Druid, Ranger Thunder Step Sorcerer, Warlock, Wizard Tiny Servant Wizard Vampiric Touch Warlock, Wizard 4th Level Spell Classes Aura of Life Paladin Aura of Purity Paladin Blight Druid, Sorcerer, Warlock, Wizard Charm Monster Bard, Druid, Sorcerer, Warlock, Wizard Compulsion Bard Conjure Minor Elementals Druid, Wizard Death Ward Cleric, Paladin Dimension Door Bard, Sorcerer, Warlock, Wizard Dominate Beast Druid, Sorcerer Elemental Bane Druid, Wizard, Warlock Fabricate Wizard Find Greater Steed Paladin Giant Insect Druid Grasping Vine Druid, Ranger Greater Invisibility Bard, Sorcerer, Wizard Guardian of Faith Cleric Guardian of Nature Druid, Ranger Phantasmal Killer Wizard Sickening Radiance Sorcerer, Warlock, Wizard Staggering Smite Paladin Storm Sphere Sorcerer, Wizard

5th Level Spell Classes Animate Objects Bard, Sorcerer, Wizard Antilife Shell Druid Banishing Smite Paladin Circle of Power Paladin Cloudkill Sorcerer, Wizard Commune with Nature Druid, Ranger Contact Other Plane Warlock, Wizard Contagion Cleric, Druid Control Winds Druid, Sorcerer, Wizard Danse Macabre Warlock, Wizard Destructive Wave Paladin Dominate Person Bard, Sorcerer, Wizard Enervation Sorcerer, Warlock, Wizard Far Step Sorcerer, Warlock, Wizard Geas Bard, Cleric, Druid, Paladin, Wizard Holy Weapon Cleric, Paladin Immolation Sorcerer, Wizard Mass Cure Wounds Bard, Cleric, Druid Mislead Bard, Wizard Modify Memory Bard, Wizard Seeming Bard, Sorcerer, Wizard Skill Empowerment Bard, Sorcerer, Wizard Synaptic Static Bard, Sorcerer, Warlock, Wizard Telekinesis Sorcerer, Wizard Tree Stride Druid, Ranger Wrath of Nature Druid, Ranger 6th Level Spell Classes Arcane Gate Sorcerer, Warlock, Wizard Blade Barrier Cleric Bones of the Earth Druid Conjure Fey Druid, Warlock Eyebite Bard, Sorcerer, Warlock, Wizard Harm Cleric Heal Cleric, Druid Investiture of Flame Druid, Sorcerer, Warlock, Wizard Investiture of Ice Druid, Sorcerer, Warlock, Wizard Investiture of Stone Druid, Sorcerer, Warlock, Wizard Investiture of Wind Druid, Sorcerer, Warlock, Wizard Mental Prison Sorcerer, Warlock, Wizard Otto's Irresistable Dance Bard, Wizard Planar Ally Cleric Spell Classes Scatter Sorcerer, Warlock, Wizard Transport Via Plants Druid Word of Recall Cleric 7th Level Spell Classes Conjure Celestial Cleric Crown of Stars Sorcerer, Warlock, Wizard Divine Word Cleric Spell Classes Etherealness Bard, Cleric, Sorcerer, Warlock, Wizard Finger of Death Sorcerer, Warlock, Wizard Fire Storm Cleric, Druid, Sorcerer Mirage Arcane Bard, Druid, Wizard Power Word Pain Sorcerer, Warlock, Wizard Prismatic Spray Sorcerer, Wizard Teleport Bard, Sorcerer, Wizard 8th Level Spell Classes Animal Shapes Druid Demiplane Warlock, Wizard Dominate Monster Bard, Sorcerer, Warlock, Wizard Glibness Bard, Warlock Illusory Dragon Wizard Incendiary Cloud Sorcerer, Wizard Maze Wizard Mind Blank Bard, Wizard Power Word Stun Bard, Sorcerer, Warlock, Wizard Tsunami Druid 9th Level Spell Classes Mass Heal Cleric Meteor Swarm Sorcerer, Wizard Power Word Heal Bard Power Word Kill Bard, Sorcerer, Warlock, Wizard Prismatic Wall Wizard Psychic Scream Bard, Sorcerer, Warlock, Wizard Storm of Vengeance Druid Time Stop Sorcerer, Wizard Weird Wizard Wish Sorcerer, Wizard

Material Component Table Spell Material Component Table Material Value Spells Adamantine, Small piece 500gp Invulnerability Adder's stomach *5gp Acid Arrow Agate 1000gp Awaken Agate *10gp Darkvision Alcohol *5cp False Life Alum soaked in vinegar *5cp Antipathy Amber, Glass, or Crystal Rod *10gp Chain Lightning, Lightning Bolt Ammunition *5cp per Arrow Conjure Barrage, Conjure Volley, Cordon of Arrows Artistic Representation of Caster 5gp Project Image Artistic Representation of Target 500gp per hit die Imprisonment Ash *5cp Create Homonculus Ashes of Mistletoe and Spruce *5sp Pass Without Trace Bell, tiny *1gp Ritual Astronomy Bitumen (Pitch) *5cp Darkness, Maddening Darkness, Spider Climb Black Onyx Stone 150gp Create Undead Black Pearl (crushed powder) 500gp Circle of Death Black Silk Square *2gp Negative Energy Flood Blood (a drop) - Animate Dead, Bane Blood (a vial) - Summon Greater Demon, Summon Lesser Demons Bone *2cp Mordenkainen's Faithful Hound Bone (dust) *1cp Animate Dead Bone (broken) *2cp Negative Energy Flood Brimstone *5sp Flaming Sphere, Guards and Wards Bull Hairs *3cp Tenser's Transformation Butter *1cp Grease Caterpillar Cocoon *1sp Mass Polymorph, Polymorph Chalks and Inks infused with precious gems 50gp Teleportation Circle *Aproximate value. Values in bold are official component cost Spell Material Component Table, Cont. Material Value Spells Charcoal, Incense, and Herb mixture 10gp Find Familiar Chrysolite powder *50gp Mordenkainen's Private Sanctum Clay *5cp Conjure Elemental (Earth), Create Homonculus, Earthquake, Feeblemind, Stone Shape, Transmute Rock Clay Model of a Ziggurat *3gp Tongues Clay Pot of Brackish Water *3sp Create Undead Clay Pot of Grave Dirt *3sp Create Undead Cloak, miniature *1gp Resistance Cloth Wad *2cp Mordenkainen's Private Sanctum Cloth, Tiny white strip *2cp Aid Club *5sp Shillelagh Coal *6cp Darkness Colored Sand (red, yellow, and blue) *3gp Color Spray Copper Piece 1cp Detect Thoughts Copper Pieces 2cp Gentle Repose Copper Wire *1sp per foot Message, Sending Cork *2cp Water Walk Corn, Powdered *4cp Rope Trick Cricket *1cp Sleep Crystal Bead *5sp Leomund's Tiny Hut, Globe of Invulnerability Crystal Hemisphere *15gp Otiluke's Resilient Sphere Crystal or Glass Cone *12gp Cone of Cold Crystal Sphere, small *5gp Otiluke's Freezing Sphere Crystal Vial of Phosphorescent Material *20gp Hypnotic Pattern Cured Leather *1sp Mage Armor Detritus from the target creature - Simulacrum

Spell Material Component Table, Cont. Material Value Spells Diamond 50gp Chromatic Orb Diamond 500gp Mighty Fortress, Raise Dead Diamond 1000gp Clone, Resurrection Diamond 5000gp Gate Diamond (dust) 25gp Nondetection Diamond (dust) 100gp Greater Restoration, Stoneskin Diamond (dust) 200gp Glyph of Warding Diamonds 300gp Revivify Diamonds 25000gp True Resurrection Diamond and Opal, powdered mix 300gp Symbol Dirt - Earthquake, Flesh to Stone, Longstrider Divinatory Tools 100gp Find The Path Dried Carrot *3cp Darkvision Dust - Control Water, Disintegrate, Dust Devil, Ice Storm, Sleet Storm Earth, Wood, and Water mixture - Control Weather Eggshell *2cp Bigby's Hand Eggshells, two kinds *4cp Rary's Telepathic Bond Exquisite Chest, 3' x 2' x 2', made of rare materials 5000gp Leomund's Secret Chest Exquisite Chest, tiny replica 50gp Leomund's Secret Chest Eyelash in gum arabic *5gp Invisibility Fan, tiny *5sp Wind Wall Feather *1sp Enhance Ability, Feather Fall, Tasha’s Hideous Laughter Feather from any bird's wing *1sp Fly Feather of hummingbird *1gp Foresight Feather of owl *5sp Identify Feather, exotic *3gp Wind Wall Feather, white *1sp Fear Feldspar *2sp Moonbeam Firefly *1sp Fire Shield, Light Flame - Heat Metal, Sunburst, Wind Walk Flea, living - Infestation *Aproximate value. Values in bold are official component cost Spell Material Component Table, Cont. Material Value Spells Fleece *2cp Major Image, Minor Illusion, Phantasmal Force, Programmed Illusion, Silent Image Flesh - Animate Dead Flesh, a cubic inch - Clone Focus 1000gp Scrying Food Morsel - Animal Freindship, Animal Messenger Forked Metal Rod 250gp Plane Shift Forked Twig *1cp Locate Object Fur *3sp Chain Lightning, Enhance Ability, Lightning Bolt Fur of Bat *2gp Arcane Eye, Darkness Fur of Bloodhound *1gp Locate Animals or Plants, Locate Creature Fur, Wrapped in Cloth *32cp Beast Bond Gauze *1sp Gaseous Form Gem or other ornamental container 500gp Magic Jar Gem Encrusted Bowl 1000gp Heroes Feast Gem Powder *10gp Wall of Force Gem Powder (Diamond, Emerald, Ruby, Sapphire) 5000gp Sequester Giant Slug Bile *150gp Vitriolic Sphere Glass Eye 100gp Clairvoyance (sight) Glass Sliver - Cloud of Daggers Glowworm *1sp Dancing Lights Gold Dust 25gp Arcane Lock Golden Wire *10gp per foot Levitate Granite *4sp Wall of Stone Grasshopper's Hind Leg - Jump Graveyard Dirt - Feign Death Green Plant *1sp Hallucinatory Terrain Guano *1sp per ounce Delayed Blast Fireball, Fireball Gum Arabic *3sp True Polymorph

Spell Material Component Table, Cont. Material Value Spells Gum Arabic Hemisphere *4gp Otiluke's Resilient Sphere Hand Mirror *5gp Wall of Light Hen's Heart *2sp Fear Herbs, Oils, and Incense Mixture 1000gp Hallow Holly Berry *1sp Conjure Woodland Beings Holy Symbol 5gp Temple of the Gods Holy Symbol *5gp Spirit Guardians, Word of Radiance Holy Water *1gp Dispel Evil, Bless, Commune, Forbiddance, Magic Circle, Protection from Evil/Good, Regenerate, True Resurrection, Wind Walk Honey Drop *13cp per ounce Sympathy Honeycomb *6cp Magic Mouth, Mass Suggestion, Suggestion Hot Pepper *1sp Dragon's Breath Ice - Ice Knife, Snilloc's Snowball Swarm Incense *15gp Commune, Conjure Elemental (Air), Control Weather, Divination, Forbiddance, Glyph of Warding, Guards and Wards, Hypnotic Pattern, Speak with Dead Incense 250gp Legend Lore Ink *10gp per ounce Dream Ink, lead 10gp Illusory Script Iron *2cp Heat Metal, Hold Monster, Hold Person Iron Blade *2gp Move Earth Iron Filings *1cp Antimagic Field, Enlarge/Reduce, Flaming Sphere, Reverse Gravity Ivory Portal (miniature) 5gp Mordenkainen's Magnificent Mansion Jacinth 1000gp Astral Projection Jade Circlet 1500gp Shapechange Jade Dust 10gp Magic Mouth Jade Dust 25gp Programmed Illusion Jewel 1000gp Planar Binding Jewel-Encrusted Dagger 1000gp Create Homonculus *Aproximate value. Values in bold are official component cost Spell Material Component Table, Cont. Material Value Spells Jeweled Horn 100gp Clairvoyance (Hearing) Kernels of Grain *2cp per ounce Insect Plague Knotted String - Guards and Wards Lead, a thin sheet *6cp Mordenkainen's Private Sanctum Leather Loop *2sp Levitate Leather strap, bound around arm or similar appendage *2sp Freedom of Movement Legume Seed *1sp per ounce Gust of Wind Licorice Root Shaving *1sp per ounce Haste Lime *2cp per pound Flesh to Stone Lodestone *10gp Disintegrate, Mending, Reverse Gravity Magnifying Glass *100gp Sunbeam Makeup *1gp Friends Mandrake Root *1gp Create Homonculus Marked Sticks or Bones 25gp Augury Melee Weapon 1sp Steel Wind Strike Mercury *5gp per ounce Maddening Darkness, Symbol, Tenser’s Floating Disk, True Polymorph Mica Chip - Shatter Miniature Hand Sculpted from Clay - Maximilian's Earthen Grasp Mistletoe *1sp Druid Grove, Goodberry, Shillelagh Molasses *1sp per ounce Slow Moonseeds *5gp Moonbeam Niter, Sulfur, and Pine Tar formed into a bead - Melf's Minute Meteors Nut Shells, 3 - Confusion Oak Bark - Barkskin Obsidian - Erupting Earth