Components

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To make things easy, I’ve divided components into three kinds, each with a letter code:

  • Q: Quotidian
  • C: Common
  • E: Exotic

Quotidian items are items you can pretty much always get free, like cobwebs or bark. Also items that while not technically free are so cheap that it’s not worth worrying about: “a few grains of salt” are required for comprehend languages, but who wants to keep track of spending a copper piece every ten times you cast the spell? In essence, you don’t have to keep track of these components, we just assume you have them.

Common items are items you can buy just about anywhere without having to do a lot of roleplaying and worrying. Player: "I buy ten warhammers for spiritual hammer.” DM: “Sure, whatever.” I’ve included a “standard” price for the common item (as always, prices may vary locally). You should keep track of these guys.

Exotic items may be hard to find even in large cities; prices may vary widely. Keep track!

Note that quotidian items become important when, say, a character is stripped and jailed. You may be able to find a cobweb in your cell, but maybe only one; suddenly these things are important, and should be kept track of until the crisis is over. Also, if you spend a long time in the Arctic, a desert, the middle of the ocean, etc., certain quotidian items will become hard to find. I mean, where are you going to get cobwebs in the Arctic?

Not all spells are listed, just those that tend to get used; many or most priest spells require a holy symbol.

Anna’s special spells will have to be adjudged separately.

Feel free to add what I’ve forgotten, and to discuss.