HGd10PHB - Spell Aspect - Material Component

Material Component - Aspect
The Material Component Aspect of a spell is similar to the Focus Aspect in that it uses physical ingredients as part of the spell casting. However, a material component gets used up with every casting and so are not quite as expensive as a focus used to cast a comparable spell.

Material Components can be found, quested for, and a lot of times purchased at the local mage's store in town. They provide a channel for the spell from the mind into the material world but also a severe limitation in that if a caster has none of the needed material, they can't cast the spell. With that limitation comes the benefit of a reduction in the MYR cost of the spell to cast.

Spell Casting
Material components reduce the cost of spells based on their rarity, uniqueness, and association with the Spectrum of the spell being cast. Though the story behind any one component may be an adventure unto itself, for game mechanics, they are all boiled down to market value. The first reason for this is the simplicity of having a single standard by which to create the spells. Second, and more of an in-game reason, is that these components cost what they do because of the adventure behind procuring them. A pinch of dust is not an investment of life, liberty, or property to obtain and so do not have a significant market value. However, the scale of a Ferrous Dragon is a major risk of all three. An adventurer who has obtained such a rare and dangerous commodity will see very high demand and therefore can ask a very high price.

Below is the scale of cost reduction for material component value. Material component MYR cost reduction stacks with verbal and somatic components, but not with focus. Remember, components cannot reduce the MYR cost of a spell below 1.
 * 0-<10 Chrusil => -1
 * 10-<100 Chrusil => -5
 * +100 up to <1000 Chrusil => -10
 * +1000 up to <10,000 Chrusil => An additional -15
 * +10,000 up to <100,000 Chrusil => An additional -20
 * No market value; ultra rare or dangerous => GM's discretion above 20.

Aspects

 * Casting Time
 * Duration
 * Mystical Energy Reserve
 * Intensity
 * Number of Targets
 * Other
 * Range
 * Shape
 * Focus
 * Verbal Component
 * Somatic Component
 * Material Component

Main

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement