A handful of hard-to-find, naturally occurring substances contain magical potency and can be used as special material components. Some spellcasters are trained to use these esoteric material components in their enhanced practice of the magical arts. The four more common types—entropic resin, geodes, prismatic sand, and verdant salts—link to two schools of magic each. A fifth type, yliaster, is extremely potent, but far more rare; it is universally useful, and can be substituted for any other material component. Use the following rules for esoteric material components with the variants presented on this page. Component Cost: The value of esoteric material components that must be spent on a spell is equal to 1 gp × caster level × spell level, as shown on Table: Esoteric Material Component Costs. This value must be spent if esoteric components are mandatory in the campaign, or can be spent to replace normal material components if esoteric material components are optional. Expending Components: Each component works effectively for only two schools of magic. A caster can expend an esoteric component type that doesn't match his spell's school, but he must expend twice as much of the substitute component to fake the effects of the appropriate component. The esoteric components used in a spell need not all be of the same type. For example, a 3rd-level wizard casting bear's endurance could expend 6 gp worth of geodes, or 12 gp total worth of entropic resin and verdant salts, or 4 gp worth of geodes plus 4 gp worth of verdant salts, and so on. Greater Component Effects: Expending twice the amount of components indicated on Table: Esoteric Material Component Costs activates a greater component effect, which varies by esoteric component type. These benefits are listed under the component descriptions at the end of the section, and depend on the component expended. To obtain the greater component benefit, the caster must use a single component type; using a type that doesn't match the spell's school still costs twice as much. The wizard in the above example could gain the geodes' greater component benefit by expending an extra 6 gp worth of geodes, or gain the verdant salts' greater component benefit by expending an extra 12 gp worth of verdant salts. A single casting of a spell can normally benefit from only one greater component effect, but the caster can expend additional components and attempt a Spellcraft check with a DC equal to 20 + double the spell's level to add more. The caster must pay the cost in esoteric components even if the Spellcraft check fails. For each greater component effect beyond the second, the DC increases by 5 + the spell's level. If the caster fails this check by 5 or more, the spell fails and its slot is lost. You can't apply the greater component effect of a single type of component more than once on a single casting of a spell. Esoteric material components aren't inherently magical, and can't be found using detect magic. Material components can be found either in the form of raw, unprocessed base components or refined units of various values. They can be found in nature, purchased from merchants, or discovered in treasure hoards. How often a PC finds esoteric components is determined by the variant you are using (see below). Especially among the treasure of a spellcaster, it would be reasonable to find various quantities of multiple types of esoteric components. The same could be said for an alchemist's lab or a stash hidden by bandits who recently raided a wizards' college. The rare esoteric component yliaster is a special case. Yliaster appears only in major treasure hoards, especially those belonging to powerful spellcasters. A GM who would prefer not to allow the effects of yliaster can simply use only the common esoteric components and leave the rare one out of the game entirely. Lowering Your Caster Level
A spellcaster using esoteric material components can voluntarily cast a spell as though she had a lower caster level. This means if she doesn't have enough components—or would like to save some money—she can still cast a less effective version of the spell. She can't lower her caster level to be lower than the level at which she could cast the spell. Table: Esoteric Material Component Cost shows this value for clerics, druids, and wizards, but a spellcaster with a slower progression has the same limitation. A bard couldn't cast a 3rd-level spell at a caster level lower than 7th, for example. For spells that don't continue to increase in power after a certain caster level, it's usually best for the spellcaster to cast that spell as though she were a lower caster level to reduce the cost of her esoteric components. Buying Esoteric ComponentsEach common esoteric material component has the same price, and a spellcaster buys them based on their gp value. Though each type of component comes in different sizes and purities, it's usually simplest to just track the total gp value of each type of component a spellcaster carries rather than the specific forms of those components. In a collection of geodes, some might be large and some small, some fine and some flawed. Each bit of esoteric component goes a long way, so 500 gp worth of components weighs 1 pound regardless of its type. Implementing Esoteric ComponentsThere's more than one way to introduce esoteric components to a game. Three variants are detailed below. Optional ComponentsThe esoteric material components system can be added directly on top of the normal spellcasting system. Spells don't need esoteric components to be cast, and normal material components function as normal. Expending esoteric material components worth the listed values allows the caster to replace normal material components she lacks (but not to replace expensive material components). It's far more useful in this system to pay double the amount of esoteric components to gain the greater component effect. A 6th-level wizard casting fireball can do so using a normal spell component pouch. If he's missing his pouch, he can expend 18 gp worth of entropic resin to cast the spell anyway. He could expend 36 gp worth (with or without a spell component pouch) to make the spell more powerful with its greater component effect. Adding esoteric material components as an option makes spellcasters considerably more powerful. When used this way, esoteric components are essentially an additional type of treasure. Use esoteric components as treasure only rarely, and consider ignoring the rules that allow scrounging for components. Esoteric components might not be very well known in the world, and aren't readily available to purchase. Mandatory ComponentsIf esoteric components are mandatory, casting any spell that requires a material component requires expending the proper amount of esoteric material components instead. A 6th-level wizard casting fireball must expend 18 gp worth of entropic resin, and can expend 36 gp worth to make the spell more powerful with its greater component effect. If he doesn't have enough components, he can't cast the spell. However, if he had 15 gp worth of entropic resin, he could cast the fireball at caster level 5th (see the Lowering Your Caster Level sidebar). A spell that doesn't require material components can be cast normally, but the caster can choose to expend esoteric components for the greater component effect. Under this system, a spell component pouch includes 1 gp worth of each common component, plus an additional 1 gp worth of a common type of the buyer's choice. Requiring esoteric components significantly impacts a spellcaster's treasure acquisition, so the mandatory components variant should be used with caution, especially if the campaign already uses variants that make spellcasting less powerful (such as limited magic). Include esoteric components in most treasure hoards and in NPC spellcasters' gear.
Using Esoteric Components With the Limited Magic Variant Rules
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Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.