TEXT: volume 1
  
  volume 1
  
  2
  Credits
  Credits
  Author: Daniel Marshall
  Developer: Stephen Rowe
  Editor: BJ Hensley
  Cover and Interior Artist: Jocelyn Sarvida
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All 
  trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously 
  been designated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their 
  ownership and is used under Fair Use. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information 
  on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., 
  and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Playground Team Members
  Playground Team Members
  Publisher/Head of Imagineering: BJ Hensley
  Owner/Director of Design: Daniel Marshall
  Master of the Mechanical Stuff: Stephen Rowe
  Professor of Puzzles: James Gray
  For Steve Russell who encouraged us to do it our own way 
  and for Kaelyn Hensley, our in house component collector. 
  
  3
  Table of Contents
  Table of Contents
  Introduction .................................................7
  Creature Components ................................7
  Harvesting ....................................................7
  Creature Component Guidelines ...........10
  Enhancing Spells .......................................10
  Lesser Components .............................11
  Moderate Components .......................12
  Greater Components ...........................12
  Magical Item Creation .............................13
  Modifying Magic Items .......................13
  Lesser Components .........................14
  Moderate Components ...................14
  Greater Components ......................14
  Reducing Item Cost  .........................14
  Creature Component Catalogue ............15
  Component Descriptions ........................15
  Aasimar......................................................16
  Aboleth ......................................................16
  Angels ........................................................16
  Angel, Astral Deva ...................................16
  Angel, Planetar .........................................16
  Angel, Solar ...............................................18
  Ankheg ......................................................18
  Archons .....................................................18
  Archon, Hound ........................................19
  Archon, Lantern .......................................19
  Archon, Trumpet ......................................19
  Azata ..........................................................19
  Azata, Bralani ............................................19
  Azata, Ghaele ............................................20
  Azata, Lillend ............................................20
  Barghest .....................................................20
  Barghest, Greater ......................................20
  Basilisk .......................................................20
  Bebilith ......................................................20
  Behir ...........................................................21
  Bullette .......................................................21
  Chimera .....................................................21
  Choker .......................................................21
  Chuul .........................................................22
  Cloaker ......................................................22
  Cockatrice .................................................22
  Couatl ........................................................23
  Darkmantle ...............................................23
  Demons .....................................................23
  Demon, Babau ..........................................23
  Demon, Balor............................................24
  Demon, Glebrezu .....................................24
  Demon, Hezrou ........................................24
  Demon, Marilith ......................................24
  Demon, Nabasu ........................................26
  Demon, Nalfeshnee ..................................26
  Demon, Shadow .......................................26
  Demon, Succubus.....................................26
  Demon, Vrock ..........................................27
  Devils .........................................................27
  Devil, Barbed ............................................27
  Devil, Bearded ..........................................27
  Devil, Bone ................................................28
  Devil, Erinyes ............................................28
  Devil, Horned ...........................................28
  Devil, Ice ....................................................28
  
  4
  Devil, Pit Fiend .........................................28
  Devourer ....................................................29
  Dragons .....................................................29
  Dragon Turtle ...........................................30
  Drider ........................................................30
  Dryad .........................................................30
  Elementals .................................................31
  Ettercap ......................................................31
  Genies ........................................................31
  Genie, Djinni ............................................31
  Genie, Efreeti ............................................32
  Genie, Janni ...............................................32
  Genie, Marid .............................................32
  Genie, Shaitan ...........................................32
  Ghost ..........................................................32
  Ghoul .........................................................32
  Gibbering Mouther ..................................33
  Girallon ......................................................33
  Gorgon .......................................................33
  Hell Hound ...............................................34
  Hydra .........................................................34
  Intellect Devourer ....................................34
  Invisible Stalker ........................................34
  Kraken .......................................................34
  Kyton ..........................................................35
  Lich .............................................................35
  Linnorms ...................................................35
  Mephits ......................................................35
  Mimic .........................................................36
  Mohrg ........................................................36
  Mummy .....................................................36
  Naga, Dark ................................................37
  Naga, Guardian .........................................37
  Naga, Spirit ................................................37
  Night Hag ..................................................37
  Nightmare .................................................38
  Nymph .......................................................38
  Ogre Mage .................................................38
  Owlbear .....................................................38
  Phase Spider ..............................................39
  Phoenix ......................................................39
  Pixie ............................................................39
  Rakshasa ....................................................40
  Remorhaz ..................................................40
  Rust Monster .............................................40
  Salamander ................................................40
  Satyr ...........................................................40
  Shadow ......................................................41
  Shadow, Greater ........................................41
  Shocker Lizard ..........................................41
  Skeleton .....................................................42
  Skeletal Champion ...................................42
  Spectre .......................................................42
  Sphinx ........................................................42
  Stirge ..........................................................42
  Tiefling .......................................................42
  Unicorn ......................................................43
  Vampire .....................................................43
  Vargouille ..................................................44
  Wight .........................................................44
  Will-O’-Wisp ............................................44
  Wraith ........................................................44
  Wyvern ......................................................44
  Xill ..............................................................45
  Xorn ...........................................................45
  Yeth Hound ...............................................46
  New Feats ....................................................46
  Magical Items .............................................48
  
  5
  Barghest Stomach .................................48
  Cyclopean Ring .....................................49
  Deathlord’s Amulet ...............................49
  Elixir of Control ....................................49
  Essence Vial, Improved .........................49
  Essence Vial, Greater ............................50
  Lightning Cloak ....................................50
  Remorhaz Forge ....................................51
  Quill of Riddles .....................................51
  Magical Weapons ......................................52
  Hammer of Sundering ..........................52
  Manticore Spike ....................................52
  Roper Whip ...........................................52
  Salamander Spear .................................53
  Weeping Blade .......................................53
  Magical Item Variants ..............................53
  Bottle of Shadows..................................53
  Cloak of Resistance ...............................54
  Dust of Disappearance .........................54
  Potion of Bull’s Strength .......................54
  Potion of Cure Wounds ........................54
  Wind Fan ...............................................54
  Armor Enchantment Variants ................54
  Fortification ..........................................54
  Invulnerability  .....................................55
  Resistances ............................................55
  
  6
   Our existence is an amazing thing.  We magic users have studied for centuries beyond 
  counting, unlocked mysteries, and uncovered powers outside those any other mortal might 
  imagine.  Yet, in all our years of study, in the observation of the many wonders this reality 
  has to offer, we have barely scratched the surface of the energies and incredible marvels 
  available.
  As a prestigious Alchemist, a pioneer in his own way, once said: “There is no wrong 
  way to experience the universe” He was a Seeker of truth, and it is in the shadow of his 
  teachings, and his experiences, that I have pursued my studies.  I have traveled across the 
  world and reached into others in search of the mysteries yet to be discovered by my fellow 
  wizards.  What I found was so beautifully simple in concept, though incredibly complex in 
  implementation, that it is astonishing that so few others have followed their curiosity to the 
  same ends.
  There are creatures of this world imbued with energies beyond those of mortals.  
  Horrid demons, blessed angels, dragons, giants, and even some who I have not yet managed 
  to define, each possessing natural abilities that elevate them above others in Nature’s circle 
  of survival.  Adventurers battle such creatures daily across the planes, unaware of the 
  potential hidden within these beings.
  I have discovered the means to utilize those magics—the power lying just beneath 
  the surface.  For more than two centuries, my students and I have journeyed further down 
  this path, seeking ever greater knowledge of these powerful tools. We have catalogued our 
  findings in the tome you now hold in your hand, for the betterment of all those who would 
  endeavor to master the arts of magic and alchemy.
  There is always more research to be done, and new creatures are discovered daily 
  by travelers who journey to the lost places of the world.  As we progress, I will continue to 
  document the successes we experience, perhaps one day rivaling even the Alchemist himself 
  in his knowledge of these mystical energies.  Until then, I bid thee read on.  Though take 
  great care in the implementation of what lies within these pages, as alchemy, much like 
  magic, often comes with a price.
  Regards,
  Lady Al’thein Fel’ethane
  Master of Arcane Alchemy at the Illurian Academy of Malla Zhaunil
  
  7
  Introduction
  Every spellcaster learns to use material 
  components to channel magical power.  Priests 
  use the symbol of their gods to focus divine might. 
  Wizards use everything from blood to bat guano to 
  empower spells. Even sorcerers must occasionally 
  employ a focus or a costly component. 
  The vast majority of components are relatively 
  mundane in nature; a bit of fur to help a wizard 
  transform, a gemstone to bind the soul, or a glass 
  rod to focus the power of a lightning bolt.  The more 
  powerful the spell, the costlier the components 
  used in its casting. However, the material and foci 
  components of magic are often overlooked or even 
  ignored. Sorcerers need not use most at all, and 
  everyone else is often assumed to have the basics of 
  what they need.  
  But what if that is not necessarily the case? What 
  happens if spellcasters incorporate components 
  gathered from innately magical creatures into 
  their spells? A caster might use the power of an 
  elemental to augment a fireball for example, or the 
  blood of a vanquished sphinx to empower a symbol 
  of persuasion.
  This concept could even be taken a step 
  further, affecting the enchantment of magical 
  items. The blood of a fire-breathing dragon might 
  quench the heat from a newly forged sword, or 
  the hides of shocker lizards may be fashioned into 
  a cloak.  The addition of these variables to item 
  crafting could open up entirely new dimensions, 
  both in terms of mechanical potency and creative 
  game play. Imagine if the crafting of a suit of armor 
  suddenly becomes part of a quest to gather the 
  perfect ingredients, rather than simply an action to 
  be taken in downtime. 
  Creature Components explores both notions, 
  giving rules and examples for using collected 
  materials in spellcasting and item crafting as well 
  as the means to make these items creature treasure 
  or a tradable commodity within your game. 
  Creature Components
  Magical creatures embody the arcane and 
  divine. Mythology and our own experience 
  clearly claim that there should be hidden value 
  in the horns, hearts, and blood of wondrous 
  creatures.  Unfortunately, with rare exceptions, 
  there are no supporting mechanical benefits. 
  The following sections outline guidelines on 
  how the harvesting of creature components 
  might be accomplished, what sort of powers they 
  could lend to spellcasting or crafting, and then 
  detailed examples using iconic creatures.
  Not all components share the same level of 
  effectiveness. Typically, those harvested from 
  weaker creatures don’t possess enough magic to 
  enhance powerful spells or more potent items. 
  Additionally, many of these components are quite 
  fragile, requiring great skill to harvest without 
  damage.  Creature components are broken into 
  three general levels of potency: lesser, moderate, 
  and greater.  These categories are roughly defined 
  based on the challenge rating of the creature, 
  though exceptionally powerful abilities possessed 
  by lower CR creatures might act as more powerful 
  components (at the GM’s discretion). 
  Harvesting
  The process of harvesting creature components 
  is not as simple as hacking pieces off a dead monster 
  for later use. The harvester must instead carefully 
  seek to capture the creature’s essence within some 
  iconic portion of its anatomy. This is often a process 
  to be undertaken with gravity and respect for the 
  fallen foe. Many harvesters even view the claiming 
  of components with a spiritual element— claiming 
  a trophy from a worthy adversary or honoring the 
  dead by not wasting anything of use. Many creature 
  components found on the market are worthless for 
  any real magical purpose, nothing more than grisly 
  prizes claimed by greedy hunters with little respect 
  for their prey. 
  The benefits of a successfully harvested 
  component can be determined with either a 
  Knowledge check (appropriate for the creature the 
  component was harvested from) or a Spellcraft 
  check. The DC of the check is the same as to 
  identify the monster with the Knowledge skill. 
  Thus, the check can be made either before or after 
  a component is harvested. 
  Through the use of the Heal, Survival, or 
  Knowledge skills, a character can harvest portions 
  of innately magical creatures, such as claws, blood, 
  fluids, or eyes.  The Heal or Survival skills can be 
  used with creatures of any type, but Knowledge 
  
  8
  skill checks can be used for creatures appropriate 
  for the specific Knowledge skill (such as Knowledge 
  [dungeoneering] for aberrations or Knowledge 
  [nature] for fey). The difficulty of the skill check 
  depends on the power of the strongest component 
  harvested.  Removing a weak creature’s claws may 
  only require a DC 15 skill check, while harvesting 
  an ancient dragon’s enchanted blood is DC 25. 
  Attempting to harvest components requires 1d6 x 
  10 minutes. The check can be retried on failure, but 
  not if the check is failed by 5 or more. A failure by 
  5 or more damages the component, and no further 
  checks to harvest may be attempted. 
  The character gains a single component on a 
  successful check, with an additional component 
  gathered for every 5 by which they beat the DC 
  where applicable. They may harvest multiple types 
  of components with a single successful check. 
  Some components can be used more than once, 
  or provide sufficient material for multiple spells. 
  For example, a single horn, when powdered, might 
  provide multiple useful doses. If the component 
  can be used more than once (see Creature 
  Component Catalogue), the DC is +5. The number 
  of components that can be harvested from a single 
  creature is limited by the creature’s anatomy—a 
  creature with only two eyes can never produce three 
  or more eye components. The table below serves as 
  a guideline for the DCs of various components.  
  Some components, at GM’s discretion, can 
  potentially be harvested from creatures without 
  killing them.  However, the component represents 
  an important piece of the creature’s power, even 
  if it’s not an organ or limb necessary for life. The 
  creature must be helpless in order to harvest 
  a component (whether willing or otherwise). 
  Harvesting a component without killing the 
  creature adds a cumulative +5 to any skill check 
  DC to gain components, each time an attempt is 
  made (whether or not the attempt is successful). 
  Table 1-1: Component Harvesting Guidelines
  Creature Component 
  Category
  Challenge Rating
  Skill Check Difficulty 
  Class
  Base Cost/Price per Use (gp)
  Lesser
  1-5
  15
  100 gp / 200 gp
  Moderate
  6-11
  20
  500 gp / 1,000 gp
  Greater
  12+
  25
  1,000 gp / 2,000 gp
  The creature gains 1 permanent negative level 
  or 1d4 Constitution drain (whichever is most 
  appropriate). An undead creature instead suffers 
  1d4 Charisma damage that cannot be recovered 
  naturally. Negative levels and ability drain or 
  damage gained in this manner can result in the 
  creature’s death or destruction. 
  If the creature is willing (or even performs) 
  the sacrifice, the difficulty of the skill check is not 
  increased. Harvesting some components (such as 
  eyes or tongues) may cause additional permanent 
  negative effects to living creatures (like blindness 
  and muteness). Harvesting some components (such 
  as brains) without killing a creature is impossible. 
  Once the desired components are harvested, 
  a character can incorporate them into spellcasting 
  in order to significantly amplify a spell’s potency or 
  item’s power.  However, the best components are 
  innately invested with the same type of energy the 
  caster desires to use for their spells or items.  For 
  example, using the blood of a salamander from 
  the Elemental Plane of Fire to inscribe a scroll of 
  fireball or burning hands could make such a scroll 
  more powerful, while using the same blood to pen 
  a scroll of cure light wounds would not. 
  While the thematic appropriateness of any 
  harvested component toward specific spellcasting 
  is subject to GM discretion, it can be specifically 
  handled in a few different ways by specific groups.
  Trust: The mechanical aspects of creature 
  components could be handled first and foremost by 
  the characters collecting or using the components. 
  They might propose a creature component’s thematic 
  and mechanical benefits. The GM can then approve 
  or disapprove of the proposal on a case by case basis. 
  This puts the responsibility on the players rather 
  than the GM, but can potentially result in abuse of 
  the mechanical opportunities provided by creature 
  components if the GM is not careful. 
  
  9
  Essence Vials
  Not every creature has corporeal substance 
  or anatomy. An essence vial can be used to 
  collect the magical power of creatures with a less 
  substantial nature, such as incorporeal undead or 
  some elementals. 
  Essence Vial
  Aura faint necromancy; CL 3rd 
  Slot none; Price 100 gp; Weight —
  DESCRIPTION
  An essence vial appears to be a simple glass 
  container with a cork stopper. When the bearer of 
  an essence vial is adjacent to a dead or destroyed 
  creature lacking definitive anatomy (such as an 
  air elemental or ghost) the vial harvests a portion 
  of the creature’s spirit with a successful skill 
  check (see Harvesting Creature Components). 
  Once the creature’s energy is contained within 
  the vial, it can be used as a creature component. 
  An essence vial can store one creature’s essence at 
  any one time, but can be reused after the essence 
  is expended. 
  CONSTRUCTION
  Requirements Craft Wondrous Item; death 
  knell; Cost 50 gp 
  Compromise: The benefits of creature 
  components can potentially be a collaborative 
  process between the players and GM. In this case, 
  the players make a thematic recommendation 
  of the sort of effect they’d like the component to 
  apply to, based on the creature and component’s 
  nature. If the player makes any mechanical 
  recommendations, they should be relatively vague. 
  For example, they believe the blood of a cyclops 
  should aid in divinations. The GM then takes 
  the recommendation into account, but defines 
  any specific mechanical effects of the harvested 
  component. This method is the one that is most 
  often recommended, as it helps ensure that all 
  parties are satisfied with the results. 
  Control: Creature components can be 
  completely subject to GM discretion and control. 
  The PCs might have no idea what the tongue of 
  a gold dragon is useful for, until they succeed on 
  a Knowledge (arcana) skill check, or harvest one 
  and take time to study the magic contained within. 
  This puts all of the pressure on the GM to not 
  only define appropriate thematic and mechanical 
  elements, but to ensure that there is a consistent 
  precedence in both. In this way, the components 
  act essentially as magic items to be discovered and 
  investigated. This is most appropriate for groups 
  that desire to keep the components relatively rare 
  and mysterious, or when there is a concern players 
  may abuse the mechanical options. 
  Reward: The last way to employ creature 
  components is for them to solely be relegated into 
  the same category as treasure recovered or gained 
  at the GM’s discretion. Using this methodology, it is 
  not possible for PCs to harvest or purchase creature 
  components. They are rare, and only to be gained as 
  discrete rewards. Perhaps the process is incredibly 
  difficult, and only a specific PC alchemist is capable 
  of harvesting components. Or maybe they just act 
  as inspiration for the GM to put a unique twist on 
  banal magical items. This likewise puts the work 
  onto the GM, but since they have complete control 
  over the proliferation of creature components, 
  there is less work required to keep track of how 
  they operate.  
  Treasure
  The risk in introducing creature components 
  into any game is the players coming to see every 
  opponent in terms of how it can be hacked up 
  and sold for gold. This might be a hard mentality 
  to completely evade, but it is certainly something 
  for gamemasters to discourage. It takes time to 
  harvest creature components, which cuts into the 
  active durations of spells, or puts characters at 
  risk while they wait. The PCs might have to travel 
  further away from the location where they fought 
  the creature in order for it to be uncommon enough 
  to sell for a reasonable profit. Additionally, for most 
  monsters, the successful harvesting of one or two 
  components could potentially increase the treasure 
  per encounter. If the GM feels that harvested 
  components are significantly adding to the treasure 
  gained, it is recommended that the cost of one or 
  two components be subtracted from the treasure 
  per encounter. 
  
  10
  Creature Component Guidelines
  Creature components are defined as the 
  various parts of a magical creature that can be used 
  to augment a spell, or employed in the process used 
  to create a magical item.  While the gamemaster 
  makes the ultimate decision as to what could be 
  used in this respect, there are a few guidelines to 
  help define the multitude of possibilities.
  The harvested creature must be of one of 
  the following creature types: aberration, dragon, 
  fey, magical beast, outsider, or undead. Creatures 
  with different types may be used, but often these 
  creatures must have either a unique nature or 
  subtype. For example, some humanoids with the 
  shapechanger subtype or any creature with the 
  mythic subtype could be used. 
  To augment a spell or magic item, the creature 
  providing the component must have a type/
  subtype, nature, powers, or theme fitting with the 
  spell cast or item crafted. A troll’s regenerative 
  abilities complement restorative and healing magic, 
  while an elemental’s essence compliments any 
  associated energy damage. If a creature possesses 
  spell-like abilities, components harvested from 
  the creature can be used to modify spellcasting 
  using any spell-like abilities it possesses (or related 
  spells). For example, a noble efreet’s tongue would 
  be appropriate for the empowering of a limited 
  wish or wish. 
  Enhancing Spells
  The 
  most 
  common 
  use 
  for 
  creature 
  components is to enhance spells as they are being 
  cast.  When casting a spell in this manner, the 
  creature’s components can supplement or replace 
  any other material components of a spell. If the spell 
  lacks material components or the caster is capable 
  of casting spells without material components, 
  the spell gains a material component in the form 
  of the creature component. Creature components 
  can be used to modify spells as they are cast in a 
  variety of ways. The more potent the component, 
  the more significant effect it has. A character that 
  prepares extracts can use creature components 
  in the same way as a prepared spellcaster. If the 
  component requires a spontaneous change to a 
  prepared extract, then the component is added to 
  the extract as a free action just prior to use. 
  Only a single creature component can be used 
  
  11
  per spell as it is cast. Note, a prepared spellcaster 
  affecting a spell’s level with metamagic feats must 
  decide if a creature component is a necessary 
  component of the spell when preparing spells. 
  The spell can then only be cast using the creature 
  component, which is consumed during the 
  casting (unless otherwise noted). Integrating a 
  creature component into a spell increases the 
  difficulty inherent to the casting. The DC of any 
  concentration check made while casting a spell 
  with a creature component is increased by +5. 
  On a failed concentration check, the creature 
  component is lost. 
  As a general rule, if a component can be used 
  on a wide range of spells, the abilities it grants 
  should be less powerful. If a component focuses 
  on a single spell or handful of spells, it can have 
  stronger effects. Additionally, if a higher potency 
  component is used in the casting of a lower level 
  spell, it might have more powerful, or multiple 
  enhancing effects. A number of options for each 
  category are listed below, but GMs and players are 
  encouraged to combine these with the examples 
  featured in the Creature Component Catalogue 
  for use as a guideline in the creation of novel 
  mechanical effects. It is important to remember 
  that, in order to utilize certain metamagic effects, 
  a creature component must make sense for the 
  desired ability.  To use Sickening Spell, perhaps the 
  flesh of a ghast with a particularly potent stench 
  would suffice, while a Thundering Spell may 
  require the essence of a lightning elemental.
  Lesser Components
  Lesser effects, in general, should have low 
  mechanical benefits. Unique lesser component 
  effects should be comparable to single-use spell 
  completion items (such as scrolls) for 0-, 1st-, 
  or 2nd-level spells. If the effects appear similar 
  or superior to a 3rd-level spell, then it is more 
  appropriately classified as a moderate or greater 
  component.  A single lesser component can modify 
  a spell in any of the following potential ways. 
  •	 Increase the effective caster level of a single 
  specific spell by +2 or of a subschool/
  descriptor of magic by +1.
  •	 The save DC of a single specific spell is 
  increased by +2 or of a subschool/descriptor 
  of magic by +1.
  The essence of a wizard’s magic is the 
  collection and reformation of energy to 
  suit the needs of the caster.  Even priests do 
  this to some degree, though they primarily 
  use divine energy rather than what some 
  would call the less pure powers of arcane 
  magic.  More to the point, the harvested 
  components of certain creatures allow us 
  to not only enhance the energy we channel 
  by drawing upon their innate power, but 
  change the way magic functions as it 
  courses through us.  Casting a spell is like 
  an elegant dance, weaving delicate strands 
  of power together with a series of gestures, 
  to yield whatever effect we desire.  What 
  if those strands were thicker, filled with 
  greater power?  What if new strands were 
  added to the pattern, what would happen 
  to the spell’s effect then?
  •	 Increase the effective caster level for the 
  purposes of overcoming spell resistance 
  by +2.
  •	 A spell requiring concentration has its 
  duration increased by 1d4 rounds after the 
  caster ceases concentration.  
  •	 A spontaneous caster can cast a spell with 
  any metamagic feat without increasing the 
  casting time. 
  •	 If the caster possesses a specific metamagic 
  feat, they can spontaneously cast or prepare 
  spells with the metamagic feat applied 
  (requiring the component), but the spell 
  slot increased by the metamagic feat is 
  reduced by one (minimum +0). If the 
  spell is prepared, it cannot be cast without 
  employing the component. 
  •	 The spell can be spontaneously modified 
  with any specific metamagic feat that uses 
  up a spell slot one level higher (or less) than 
  
  12
  the spell’s actual level, even if the caster does 
  not possess the metamagic feat. The caster 
  must sacrifice a prepared spell or spell slot 
  (without the feat applied), and the spell’s 
  casting time is not increased.
  •	 The energy descriptor and damage type of a 
  spell is changed from acid, cold, electricity, 
  and fire to any other energy descriptor and 
  damage type. 
  •	 Any other lesser component effect (see 
  the Creature Component Catalogue for 
  examples). 
  Moderate Components
  Moderate effects, in general, should have 
  mid-range mechanical benefits. Unique moderate 
  component effects should be comparable to single-
  use spell completion items (such as scrolls) for 
  3rd or 4th-level spells. If the effects appear similar 
  or superior to a 5th-level spell, then it is more 
  appropriately classified as a greater component.  A 
  single moderate component can modify a spell in 
  any of the following ways. A moderate component 
  may have increased effects if used to modify a spell 
  of 3rd-level or lower. 
  •	 Increase the effective caster level of a 
  single specific spell by +3, of a subschool/
  descriptor of magic by +2, or a school of 
  magic by +1.
  •	 The save DC of a single specific spell is 
  increased by +3, of a subschool/descriptor 
  of magic by +2, or a school of magic by +1.
  •	 Increase the effective caster level for the 
  purposes of overcoming spell resistance 
  by +4.
  •	 Increase the die type of a damaging spell 
  by one step (d6 to d8 or d10 to d12, to a 
  maximum of d12). 
  •	 A spell requiring concentration has its 
  duration increased by 1d8 rounds after the 
  caster ceases concentration.  
  •	 If the caster possesses a specific metamagic 
  feat, they can spontaneously cast or prepare 
  spells with the metamagic feat applied 
  (requiring the component), but the spell 
  slot increased by the metamagic feat is 
  reduced by two (minimum +0). If the 
  spell is prepared, it cannot be cast without 
  employing the component. 
  •	 The spell can be spontaneously modified 
  with any specific metamagic feat that uses 
  up a spell slot two levels higher (or less) 
  than the spell’s actual level, even if the 
  caster does not possess the metamagic feat. 
  The caster must sacrifice a prepared spell or 
  spell slot (without the feat applied), and the 
  spell’s casting time is not increased.  
  •	 The spell is cast using any two of the lesser 
  modifications. 
  •	 Any other moderate effect (see the Creature 
  Component Catalogue for examples). 
   Greater Components
  Greater effects, in general, should have 
  significant mechanical benefits. Unique greater 
  component effects should be comparable to single-
  use spell completion items (such as scrolls) for 5th 
  or 6th-level spells. If the effects appear similar or 
  superior to a 7th-level spell, then it is probably 
  too powerful without increasing the greater 
  component’s cost and price accordingly.  A single 
  greater component can modify a spell in any of the 
  following ways. A greater component may have 
  increased effects if used to modify a spell of 6th-
  level or lower. 
  •	 Increase the effective caster level of a 
  single specific spell by +4, of a subschool/
  descriptor of magic by +3, a school of magic 
  by +2, or any spell by +1.
  •	 The save DC of a single specific spell is 
  increased by +4, of a subschool/descriptor 
  of magic by +3, a school of magic by +2, or 
  any spell by +1.
  •	 Increase the effective caster level for the 
  purposes of overcoming spell resistance 
  by +6.
  •	 Increase the die type of a damaging spell 
  by two steps (d6 to d10 or d8 to d12, to a 
  maximum of d12). 
  •	 A spell requiring concentration has its 
  duration increased by 2d6 rounds after the 
  caster ceases concentration.  
  
  13
  •	 If the caster possesses a specific metamagic 
  feat, they can spontaneously cast or prepare 
  spells with the metamagic feat applied 
  (requiring the component), but the spell 
  slot increased by the metamagic feat is 
  reduced by three (minimum +0). If the 
  spell is prepared, it cannot be cast without 
  employing the component. 
  •	 The spell can be spontaneously modified 
  with any specific metamagic feat that uses 
  up a spell slot three levels higher (or less) 
  than the spell’s actual level, even if the 
  caster does not possess the metamagic feat. 
  The caster must sacrifice a prepared spell or 
  spell slot (without the feat applied), and the 
  spell’s casting time is not increased.
  •	 The spell is cast using any two of the 
  moderate modifications, or three lesser 
  modifications. 
  •	 Any other greater effect (see the Creature 
  Component Catalogue for examples). 
  Downsides
  At GM discretion, some creature components 
  might come with unexpected downsides or risks. 
  This may be especially true for particularly 
  potent creature components, or those with 
  effects somewhat beyond normal limitations. 
  For example, the nalfashnee’s cerebral fluids are 
  powerful but addictive, and using vampire blood 
  allows arcane casters to truly heal damage with 
  spells, but weakens them to the mind-controlling 
  abilities of vampires. 
  Magical Item Creation
  Creature components can be used during 
  magical crafting to heighten the abilities of the 
  item created, or reduce the cost of crafting. An 
  empowered wand of fireball might be carved 
  from the bone of a red dragon, or a rakshasa’s 
  ashes could reduce the cost of creating dust of 
  illusion. However, the intimate process involved 
  in the instilling an object with the caster’s 
  power, means the creator must have a personal 
  connection to the materials. 
  A crafter may either modify the item’s abilities 
  or reduce its cost (but not both), and only one 
  creature component can normally contribute 
  benefits to an item’s crafting. To use a component 
  in this manner, the crafter must personally 
  harvest the component to be utilized (it cannot be 
  purchased or harvested by an ally). The Spellcraft 
  and any required Craft skill checks to craft the 
  item with a creature component have a DC 5 
  higher than what is normally required.  Using 
  some specific or unique materials may have an 
  even higher DC due to the difficulty in working 
  with them, at the GM discretion.
  Modifying Magic Items
  Single use spell completion items (such as scrolls), 
  single use, use-activated items (such as potions), or 
  charged spell trigger items (such as wands) duplicate a 
  spell’s effects function in the same manner as creature 
  components used to modify a spell casting. The 
  crafter must have sufficient harvested components 
  per charge of the item, as if crafting any item with 
  expensive material components. 
  It is easier to attune oneself with 
  the selected components when present 
  at the time of the source creatures 
  demise.  However, connecting to 
  components harvested by another 
  individual, more suited for trekking 
  around in blood and grime than 
  the more upstanding academics 
  of the arcane world, is a relatively 
  simple process.  One must simply 
  meditate in proximity to the collected 
  components, reach out to them with 
  your senses (not touch, some of these 
  things are less than pleasant to feel on 
  your skin), and visualize their essence 
  binding to yours.
  What does essence look like?  Well, 
  you’ve got to figure some things out on 
  your own I suppose.
  
  14
  Permanent multiple use and non-charged 
  magical items may have comparable improvements 
  in ability or potency using the spell modification 
  options as a general guideline. They may additionally 
  have unique abilities beyond a common item of 
  the type crafted without the creature components. 
  See Magical Items for examples of how creature 
  components can be incorporated into magical 
  crafting or used to modify familiar items in 
  unique ways. The additional options may also be 
  appropriate depending on the item in question. 
  Lesser Components
  A single lesser component can modify an item 
  with a caster level of 5th or lower in any of the 
  following potential ways. 
  •	 Increase the caster level of the item by +1. 
  This does not affect the item’s cost or the 
  component limitations. 
  •	 Increase the save DC of the item’s effects 
  by +1. 
  •	 An item with charges per day gains an 
  additional charge per day.  
  Moderate Components
  A single moderate component can modify 
  an item with a caster level of 6th–11th level in 
  the same manner as a lesser component can 
  affect items with a caster level of 5th or lower. 
  If a moderate component is used to modify an 
  item with a caster level of 5th or lower, it has the 
  following potential affects. 
  •	 Increase the caster level of the item by +2. 
  This does not affect the item’s cost or the 
  component limitations. 
  •	 Increase the save DC of the item’s effects 
  by +2.
  •	 An item with charges per day gains an 
  additional two charges per day.  
  •	 Any two lesser effects (the benefits of the 
  same effects do not stack). 
  Greater Components
  A single greater component can modify an 
  item with a caster level of 12th–20th level in the 
  same manner as a lesser component can affect 
  items with a caster level of 5th or lower. If a greater 
  component is used to modify an item with a caster 
  level of 6th–11th level, it can affect the item in 
  the same manner as a moderate component can 
  affect items with a caster level of 5th or lower. If a 
  greater component is used to modify an item with 
  a caster level of 5th or lower, it has the following 
  potential affects. 
  •	 Increase the caster level of the item by +3. 
  This does not affect the item’s cost or the 
  component limitations. 
  •	 Increase the save DC of the item’s effects 
  by +3. 
  •	 An item with charges per day gains an 
  additional three charges per day. 
  •	 Any two moderate effects or three lesser 
  effects (the benefits of the same effects do 
  not stack). 
   Reducing Item Cost 
  A crafter can incorporate lesser, moderate, or 
  greater components to decrease an item’s cost. A 
  component is limited by potency on the caster 
  level of the items it can affect. A more powerful 
  component can be used to reduce the cost of a 
  powerful item by a lesser amount, or a less powerful 
  item by a greater amount. 
  Lesser: A lesser creature component can reduce 
  the cost of an item with a required caster level of 
  5th level or lower by 10%.
  Moderate: A moderate creature component 
  can reduce the cost of an item with a required 
  caster level of 6th–11th level by 10%, or an item 
  with a required caster level of 5th level or lower 
  by 20%.
  Greater: A greater creature component can 
  reduce the cost of an item with a required caster 
  level of 12th–20th by 10%, an item with a required 
  caster level of 6th–11th level or lower by 20%, or 
  an item with a required caster level of 5th level or 
  lower by 30%.
  
  15
  While not every creature can contribute 
  valuable components to spellcasting or item 
  crafting, there are a wide variety of opportunities 
  for a creative caster. This section details many of the 
  possibilities for creatures found in the Pathfinder 
  Roleplaying Game: Bestiary. Furthermore, this 
  section can provide inspiration for the development 
  of harvested components for creatures not listed 
  within. 
  Component Descriptions
  Creature 
  component 
  descriptions 
  are 
  summarized in the table below. The following 
  format is used for all component descriptions:
  Component: The list of harvested ingredients 
  most commonly used by spellcasters to enhance 
  the power of their spells or magical items.  Some 
  creatures may yield multiple types of components.
  Potency: The potency (lesser, moderate, or 
  greater) most commonly found when the respective 
  creature is encountered.  In rare cases, the potency 
  of a particular component from a specific creature 
  may be an exception to the normal rules.
  Augmentation: This is a list of spells or spell 
  types that are affected by the harvested component. 
  If a specific spell or spell type is listed, the 
  augmentations discussed in the description affects 
  similar spells as well.  For example, if protection 
  from energy is listed, the augmentation would also 
  be available for resist energy, provided that the 
  component is of sufficient potency for the given 
  spell. Likewise, the mass or greater versions of any 
  spell shown can be affected in a similar manner. 
  Cost: The cost for each component is generally 
  100 gp for a lesser component, 500 gp for a 
  moderate component, and 1,000 gp for a greater 
  component. The market price for the component 
  is then double the cost. Specific costs might vary 
  based on the effects of a component, and in these 
  Creature Component Catalogue
  Creature Component Catalogue
  
  16
  cases can be compared to the effects of single-use 
  spell completion magical items. The GM should feel 
  free to modify these prices by up to 20% (increase 
  or decrease) depending on how common a specific 
  creature is in a particular area or terrain. If the 
  component can be used more than once before 
  being consumed, the cost should be increased by 
  the number (or average number) of uses.
  Description: Any particular types of magic that 
  a creature is best suited for, the use of the component, 
  and any notes with regards to exceptions to the hit 
  dice requirements for component potency can be 
  found here.  
  Aasimar
  Component: Blood
  Potency: Lesser
  Augmentations: Any spell with the light descriptor. 
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The blood of an aasimar can be used to add a flare 
  effect (per the Flaring SpellUM metamagic feat) to 
  any spell with the light descriptor. 
  Aboleth
  Component: Cerebral Fluid
  Potency: Moderate
  Augmentations: Any spell with the mind-affecting 
  or figment descriptors.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  This particular component is particularly versatile 
  when augmenting figments and mind-affecting 
  spells.  Integrating the cerebral fluid into the 
  casting of a spell makes it seem significantly more 
  convincing, increasing the save DC by +2.
  Component: Mucus
  Potency: Lesser
  Augmentations: Water breathing.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  Aboleth mucus normally mutates a subject so that 
  they can breathe water, but not air. Refining such 
  mucus and incorporating it in the casting of a 
  water breathing spell doubles its normal duration. 
  (as the Extend Spell metamagic feat).
  Angels
  Component: Blood
  Potency: Varies by CR
  Augmentations: Any cure spell, raise dead.
  Cost/Price: Varies by CR
  DESCRIPTION
  A vial of angelic blood poured over the body of a 
  creature to be raised extends the amount of time 
  they can be dead and the spell still be successful 
  (by one additional day per CR of the angel it was 
  harvested from).  It can also be used when casting 
  a cure spell (any spell with “cure” in the name) to 
  increase the caster level by an amount dependent on 
  the blood’s potency (+1 for lesser, +2 for moderate, 
  and +3 for greater).
  Angel, Astral Deva
  Component: Feather
  Potency: Greater
  Augmentations: Any abjuration spell.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
   The duration of any abjuration spell is doubled (as 
  the Extend Spell metamagic feat) and any numeric 
  effects of the spell (such as bonuses to armor class 
  or saving throws) are increased by half (+50%). 
  Angel, Planetar
  Component: Feather
  Potency: Greater
  Augmentations: Any cure spell.
  
  17
  
  18
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  Any cure spell (a spell with “cure” in the name) 
  is empowered (as the Empower Spell metamagic 
  feat) and heals one additional point of damage per 
  caster level.
  Component: Eye
  Potency: Greater
  Augmentations: Any detection spell, true seeing.
  Cost: 1,000 gp; Price 2,000 gp 
  DESCRIPTION
  The duration of detection spells (any spell with 
  “detect” in the name) is doubled.  The duration 
  of a true seeing spell, as well as its visual range, is 
  increased by 50%.  Alternately, the price of this eye 
  contributes toward the cost of making any one of 
  these spells permanent (per the permanency spell).
   
  Angel, Solar
  Component: Blood
  Potency: Greater
  Augmentations: Any resurrection spell, lesser 
  restoration.
  Cost: 6,000 gp; Price 12,000 gp
  DESCRIPTION
  The recuperative effects of lesser restoration and 
  restoration spells are doubled (restoration restores 
  all ability drain from two ability scores or two 
  permanent negative levels).  Alternately, the cost 
  of this blood can be spent toward the material 
  component cost of any resurrection magic (such as 
  raise dead or resurrection). If used as part of any 
  resurrection magic, it eliminates any permanent 
  negative levels normally gained.
  Ankheg
  Component: Saliva
  Potency: Moderate
  Take great care with the eyes of 
  angels.  Not only are they always watching, 
  which is a rather disconcerting thought 
  on its own, but at times you can get more 
  than you bargained for.  One student, 
  responsible for experimenting with 
  celestial organs, was nearly overcome 
  by the intensity of his divinations while 
  utilizing a planetar eye.  He later spoke 
  of the experience with wonder, saying 
  he had never seen such auras and colors 
  before in his life.  At times I wonder 
  what else he placed in the mixture for his 
  experiment…
  Augmentations: Any spell with the acid descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Incorporating the acidic saliva of an ankheg into 
  the casting of a spell with the acid descriptor 
  increases the damage inflicted by 1 die type (to 
  a maximum of d12).  If the spell cast is 3rd-level 
  or lower, the caster also gains immunity to acid 
  damage (including any damage caused by the spell 
  the component is cast with) for 1 round. 
  Archons
  Component: Tears
  Potency: Varies by CR
  Augmentation: Break enchantment, dispel magic.
  Cost/Price: Varies by CR
  DESCRIPTION
  A vial filled with the tears of an archon grants a 
  bonus on caster level checks of any abjuration spell 
  used to dispel or remove spell effects (such as dispel 
  magic or break enchantment) based on the potency 
  (lesser +2, moderate +3, greater +4). 
  
  19
  Archon, Hound
  Component: Tooth
  Potency: Lesser
  Augmentations: Beast shape I.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  Placing the tooth of a hound archon in the target’s 
  mouth when taking the form of any canine through 
  the use of the beast shape I spell causes any natural 
  bite attack the creature gains from the spell to be 
  treated as a magical weapon and increases the base 
  damage of the bite attack to a creature of one size 
  category larger. 
  Archon, Lantern
  Component: Essence
  Potency: Lesser
  Augmentations: Any spell with the light descriptor.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  When the essence of a lantern archon is used in 
  the casting of any spell with the light descriptor, the 
  radius of any light created is increased by 50%.
  Archon, Trumpet
  Component: Trumpet 
  Potency: Greater
  Augmentations: Any spell with the sonic descriptor.
  Cost: 5,000 gp; Price 10,000 gp
  DESCRIPTION
  An archon’s trumpet can only be harvested from a 
  living archon, and the creature component becomes 
  a chunk of useless metal if the archon is killed. The 
  component can be used to enhance any spell with 
  the sonic descriptor, in every manner allowable for 
  a greater creature component.  The trumpet can be 
  used 2d4 times before being consumed.
  Component: Feather
  Potency: Moderate
  Augmentations: Globe of invulnerability, lesser 
  globe of invulnerability.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  When the wing feather of a trumpet archon is used 
  as part of a globe of invulnerability or lesser globe of 
  invulnerability, it doubles the duration of the spell 
  (as the Extend Spell metamagic feat) and enlarges 
  the spell’s radius by 5 feet. 
  Azata
  Component: Blood
  Potency: Varies by CR
  Augmentations: Any cure spell.
  Cost/Price: Varies by CR
  DESCRIPTION
  The blood of the azata is shed to promote freedom 
  in the mortal realms. The blood when used as 
  part of any cure spell, also removes any spell or 
  effect that impedes movement (such as fatigue, 
  paralysis, or the slow spell). If the effect is caused 
  by a creature, the creature’s CR must be equal to or 
  less than the azata that provided the blood for the 
  impeding effect to be successfully removed. 
  Azata, Bralani
  Component: Hair
  Potency: Moderate
  Augmentations: Any spell with the air descriptor. 
  Cost: 1,000 gp; Price 2,000 gp 
  DESCRIPTION
  A handful of a bralani’s wispy hair can empower 
  wind-related magic, either doubling the spell’s 
  range or duration (as the Enlarge Spell and 
  Extend Spell metamagic feats).  A single fist 
  full of hair can be used 1d4 times before being 
  consumed by magic.
  
  20
  Azata, Ghaele
  Component: Tears
  Potency: Greater
  Augmentations: Any evocation spell.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  A ghaele’s tears can be used to maximize any 
  evocation spell (as the Maximize Spell metamagic 
  feat). If the evocation spell targets an undead 
  creature or includes only undead targets in its 
  area of effect, the spell is both empowered (as the 
  Empower Spell metamagic feat) and maximized.
  Azata, Lillend
  Component: Tongue
  Potency: Moderate
  Augmentations: Any spell with the charm descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Charm spells become much more difficult to resist, 
  increasing the save DC by +2.  Additionally, if the 
  charm spell is 3rd-level or lower, then threatening 
  acts by the caster or her companions do not 
  automatically break the spell. Instead, the affected 
  creature is allowed a new Will save with a +5 bonus.
  Barghest
  Component: Skin
  Potency: Lesser
  Augmentations: Alter self, beast shape I.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The skin of a barghest doubles the duration of any 
  alter self or beast shape I spell used to take the form 
  of a wolf or goblin.  
  Barghest, Greater
  Component: Skin
  Potency: Moderate
  Augmentations: Any spell with the polymorph 
  descriptor. 
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The duration of any spell with the polymorph 
  descriptor is doubled (as the Extend Spell 
  metamagic feat). When taking the form of a goblin 
  or wolf, the caster becomes a creature of one size 
  category larger (this functions as the enlarge person 
  spell, regardless of the creature type). 
  Basilisk
  Component: Eye
  Potency: Moderate
  Augmentations: Flesh to stone.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Using the eye of a basilisk to enhance the power of a 
  flesh to stone spell increases the save DC of the spell 
  by +2 and grants a +2 bonus to caster level checks 
  to penetrate a target’s spell resistance. Unlike with 
  other creature components, up to two basilisk eyes 
  can be used during the casting of a single flesh to 
  stone spell, and the benefits stack. 
  Bebilith
  Component: Saliva or saliva glands
  Potency: Greater
  Augmentations: Any necromancy spell. 
  Cost: 1,000 gp for a vial (3,000 gp for the gland); 
  Price 2,000 gp (6,000 gp for the gland)
  DESCRIPTION
  The saliva of a bebilith can increase the save DC 
  of any necromancy spell by +2 or any necromancy 
  spell with the death descriptor by +3. While a single 
  vial of saliva can only be used once, the gland can 
  be used up to three times before losing its potency.
  
  21
  Behir
  Component: Teeth
  Potency: Moderate
  Augmentations: Any spell with the electricity 
  descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  A behir’s teeth can be used to increase the energy 
  damage inflicted by a spell with the electricity 
  descriptor by one die type (to a maximum of d12). 
  If the spell is 3rd-level or less, it also increases the 
  caster level of the spell by +1. 
  Bullette
  Component: Armor plates
  Potency: Moderate
  Augmentations: Stoneskin.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The powdered armor plates of a 
  bullette can replace the material 
  component of a stoneskin spell. If 
  used in addition to the material 
  component of a stoneskin spell, 
  the damage reduction provided 
  by the spell is increased to DR 
  15/adamantine and the spell 
  can prevent a maximum of 200 
  points of damage (at caster level 
  20) before being discharged. 
  Chimera
  Component: Elemental gland
  Potency: Moderate
  Augmentation: Any spell with the acid, cold, 
  electricity, or fire descriptor. 
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  After using the chimera’s elemental gland as part 
  of the casting of any spell with one of the following 
  descriptors: acid, cold, electricity, or fire, the 
  caster is additionally affected by an empowered 
  (as the Empower Spell metamagic feat) fire breath 
  spell effect (using their caster level). The energy 
  descriptor is determined by the breath weapon of 
  the chimera the gland is harvested from, and the 
  energy damage of the empowered fire breath spell 
  is the same as the spell’s descriptor.  
   
  Choker
  Component: Adrenal gland
  Potency: Lesser
  Augmentation: Any spell that increases movement 
  speed.
  Cost: 300 gp; Price 600 gp
  Any harvested armor plates must be undamaged 
  from battle.  Those damaged by weapons are unable 
  to channel the necessary energy to enhance magic.  
  Evocations can also alter the power of these plates in 
  a way that makes them unusable.  As such, to defeat 
  one of these creatures with the intent to utilize its 
  natural armor as a component is a particularly 
  deadly task indeed. Experiments involving damaged 
  plates are still ongoing, and have yet to provide any 
  notable results.
  DESCRIPTION
  When a portion of a choker’s adrenal gland 
  is incorporated into any spell that increases 
  the movement speed of the recipient (such as 
  expeditious retreat or haste), it increases the speed 
  granted by 10 feet per round.  A single gland can 
  augment three spells before it is consumed.
  
  22
  Chuul
  Component: Paralytic enzyme
  Potency: Moderate
  Augmentation: Any spell that causes paralysis.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Weaving in a dose of paralytic enzyme produced 
  by the tentacles of a chuul increases the save DC 
  of a spell designed to cause paralysis by +2. If 
  the spell allows saves to negate the paralysis each 
  round, the save DC is increased by +3 instead on 
  each round following the first. Save DC increases 
  are not cumulative.
  Cloaker
  Component: Vocal chords
  Potency: Moderate
  Augmentation: Any spell with the fear descriptor.
  Cost: 2,000 gp; Price 4,000 gp
  DESCRIPTION
  When the incantation for any spell with the fear 
  descriptor inflicting the cowering, frightened, 
  panicked or shaken conditions are chanted across 
  the prepared vocal chords of a cloaker, the chilling 
  tones of the creature’s natural sound adds +2 to 
  the save DC.  If the spell is 3rd-level or lower, the 
  creature is shaken for 1 round even on a successful 
  save. This component can be used 1d4 times before 
  being expended.
  Cockatrice
  Component: Feathers
  Potency: Lesser
  Augmentation: Stone to flesh.
  Cost: 100 gp; Price 200 gp
  
  23
  DESCRIPTION
  When casting stone to flesh the feathers of a 
  cockatrice can be used to make the transition to a 
  flesh state much easier for the recipient to endure, 
  eliminating the need for a Fortitude save to survive 
  the process.
  Couatl
  Component: Feather
  Potency: Greater
  Augmentation: Planar ally. 
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  When used as the material component of a planar 
  ally spell, the feather automatically summons the 
  couatl it was taken from to perform one service 
  with no other payment necessary. Note that the 
  couatl must be alive and can refuse to perform 
  the task. 
  Component: Scale
  Potency: Moderate
  Augmentation: Any divination spell that requires 
  study of an area or subject. 
  Cost: 500 gp; Price 1,000 gp 
  DESCRIPTION
  When a large scale is used to cast any divination spell 
  that requires rounds of concentration or scrutiny to 
  gain greater information, the duration of the spell 
  is doubled (as the Extend Spell metamagic feat). 
  Additionally, the caster of the effect may expend 
  a swift action to immediately gain the  amount of 
  information the spell allows as if she had studied 
  any target for 3 rounds.  
  Darkmantle
  Component: Blood
  Potency: Lesser
  Augmentation: Any spell with the darkness descriptor.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  If a vial of darkmantle blood is shattered as a part 
  of casting a spell with the darkness descriptor, 
  any reduction in the illumination level caused by 
  the spell is increased by one step (so two steps for 
  darkness or three steps for deeper darkness). 
  Demons
  Component: Blood
  Potency: Varies by CR
  Augmentation: Any spell with the chaotic or 
  evil descriptor.
  Cost/Price: Varies by CR
  DESCRIPTION
  When incorporated into the casting of a spell with 
  the chaos or evil descriptor, demon blood amplifies 
  the power of the caster.  The caster level of the spell 
  is increased, based on the potency of the blood (+1 
  for lesser, +2 for moderate, and +3 for greater). If the 
  blood is used as part of the binding or summoning 
  of a demon (with planar binding or a similar spell), 
  the demon takes a penalty to any allowed save if 
  its CR is equal to or less than the CR of the demon 
  the blood was harvested from (–1 for lesser, –2 for 
  moderate, and –3 for greater). 
  Demon, Babau
  Component: Slime
  Potency: Lesser
  Augmentation: Any spell with the acid descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The acidic slime of a babau can enhance the 
  potency of any spell with the acid descriptor. The 
  spell’s damage is empowered (as the Empower 
  Spell metamagic feat) against objects, and ignores 
  any hardness the object might have. 
  
  24
  Demon, Balor
  Component: Blood
  Potency: Greater
  Augmentation: Any spell with the chaos or evil 
  descriptor.
  Cost: 2,000 gp; Price 4,000 gp
  DESCRIPTION
  The potent nature of a balor’s blood adds even 
  greater fuel to dark magic. Any spell with the 
  chaos or evil descriptor is cast at +3 caster level (as 
  normal for demon blood). However, any chaos or 
  evil spell of 6th-level or lower additionally has any 
  save DC increased by +2, and adds an additional 
  +4 bonus to caster level checks to penetrate spell 
  resistance (+7 bonus total). 
  Component: Horn
  Potency: Greater
  Augmentation: Any spell with the fire descriptor.
  Cost: 5,000 gp; Price 10,000 gp 
  DESCRIPTION
  Incorporating the powdered horn of a balor into a 
  spell with the fire descriptor increases the damage 
  inflicted significantly, and causes it to penetrate fire 
  resistance.  The die type of the fire damage inflicted 
  is increased by two (to a maximum of d12).  If 
  the spell is 6th-level or lower, it affects creatures 
  with fire resistance as if their resistance were 10 
  less than normal.  If the spell is 3rd-level or lower, 
  even creatures normally immune to fire can be 
  affected, and are treated as if they only possessed 
  fire resistance 20.  A single horn yields 2d4 doses 
  of powder.
  Component: Essence
  Potency: Greater
  Augmentation: Keen edge.
  Cost: 4,000 gp; Price 8,000 gp 
  DESCRIPTION
  When a keen edge spell is cast on a slashing weapon, 
  a portion of the captured essence of a balor can be 
  used to enchant the target weapon.  For a 1 round 
  per caster level, the affected weapon also gains the 
  vorpal special quality.
  Demon, Glebrezu
  Component: Eye
  Potency: Moderate
  Augmentation: True seeing.
  Cost: 500 gp; Price 1,000 gp 
  DESCRIPTION
  Gel from the eye of a glabrezu can replace the 
  material component for the true seeing spell. 
  Additionally, the visual range of the spell is doubled 
  (to 240 feet). 
  Demon, Hezrou
  Component: Sweat
  Potency: Moderate
  Augmentation: Any spell that causes the sickened 
  or nauseated condition.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The nauseating effects of a hezrou’s sweat can be 
  used to enhance the potency of spells that cause 
  the sickened or nauseated conditions.  The save 
  DC of the spell is increased by +2. If the spell is 
  3rd-level or lower, creatures with the scent ability 
  lose the scent ability on a failed save for 1 minute 
  per caster level. 
  Demon, Marilith
  Component: Ichor
  Potency: Greater
  Augmentation: Magic weapon or greater magic 
  weapon.
  Cost: 1,000 gp; Price 2,000 gp
  
  25
  
  26
  DESCRIPTION
  When a vial of marilith ichor is poured over a 
  weapon being enchanted using the magic weapon 
  or greater magic weapon spells, it grants the 
  enchanted weapon additional special abilities.  In 
  the case of magic weapon, the enhancement bonus 
  is increased to +2 and the weapon gains either the 
  corrosive, flaming, or frost special abilities (selected 
  during casting).  Using the ichor with greater magic 
  weapon instead adds +1 to the enhancement bonus 
  of the spell (maximum +5) and the corrosive burst, 
  flaming burst, and icy burst special ability.
  Demon, Nabasu
  Component: Eye
  Potency: Moderate
  Augmentation: Any spell that creates undead.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
   A mixture including the crushed eye of a nabasu 
  can prepare a corpse intended to be transformed 
  into undead.  The caster level of the spell is increased 
  by +1 for the purposes of determining what type of 
  undead can be created or for the number of HD of 
  undead created.  Additionally, undead created gain 
  the benefits of the desecrate spell. If the undead is 
  created within the area of a desecrate spell, then it 
  instead acts as if there were a permanent shrine 
  within the area to an aligned power.  
  Demon, Nalfeshnee
  Component:  Cerebral fluid
  Potency: Greater
  Augmentation: Any spell that adds an enhancement 
  bonus to Intelligence, Wisdom, or Charisma. 
  Cost: 1, 000 gp (5,000 for a brain); Price 2,000 gp 
  (10,000 for a brain)
  DESCRIPTION
  Nalfashnee’s brain fluids contain a portion of their 
  insane intellect.  Spells that enhance mental ability 
  scores (Intelligence, Wisdom, and Charisma) 
  have both their enhancement bonus and duration 
  doubled. However, the fluid can prove addictive 
  (see sidebar). The brain of a nalfeshnee yields 2d4 
  vials of usable fluid.
  Nalfeshnee Addiction
  Type disease (imbibed); Save Will 15 +2 per dose 
  ever consumed.
  Onset 1 day; Frequency 1/day
  Effect –4 penalty to Int, Wis, and Cha; target 
  cannot naturally heal ability damage caused 
  by the drug that caused this addiction, shaken 
  condition; Cure 3 consecutive saves
  Demon, Shadow
  Component: Essence
  Potency: Moderate
  Augmentation: Any illusion spell with the 
  shadow descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The use of shadow demon essence allows a caster 
  to make illusory spells crafted from shadow gain 
  greater substance. The save to disbelieve the effect 
  is increased by +1. If the spell is disbelieved, the 
  damage or effects of the spell are +1/5 (+20%) 
  stronger or likely to occur (to a maximum of 100%). 
  Demon, Succubus
  Component: Heart
  Potency: Moderate
  Augmentation: Charm monster, suggestion.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The heart of an enrapturing succubus can make 
  certain enchantments almost impossible to 
  resist.  If used in the casting of a mind-affecting 
  enchantment, the power of the heart increases 
  the Will save DC by +2. If the spell is 3rd-level or 
  
  27
  lower, the duration of the spell is doubled (as the 
  Extend Spell feat).
  Demon, Vrock
  Component: Vocal chords
  Potency: Moderate
  Augmentation: Any spell with the sonic descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
   Chanting a spell across the vocal chords of a vrock 
  amplifies it with the power of their dark music. 
  The caster level of a spell with the sonic descriptor 
  is increased by +2. This caster level increase can 
  increase the dice of a damaging sonic spell of 
  3rd-level or lower beyond the normal caster level 
  restrictions.  
  Devils
  Component: Blood
  Potency: Varies by CR
  Augmentation: Any spell with the law or evil 
  descriptor.
  Cost: Varies by CR
  DESCRIPTION
  When incorporated into the casting of a spell with 
  the law or evil descriptor, it amplifies the power of 
  the caster.  The caster level of the spell is increased, 
  based on the potency of the blood (+1 for lesser, 
  +2 for moderate, and +3 for greater). If the blood 
  is used as part of the binding or summoning of a 
  devil (with planar binding or a similar spell), the 
  devil takes a penalty to any allowed save if its CR is 
  equal to or less than the CR of the devil the blood 
  was harvested from (–1 for lesser, –2 for moderate, 
  and –3 for greater). 
  Devil, Barbed
  Component: Barbs
  Potency: Moderate
  Augmentation: Any spell that adds to armor class.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The barbs of a hamatula increase the effectiveness 
  of protective spells that add to a target’s armor 
  class (such as mage armor or shield), causing the 
  magic to harm attacking creatures. Any creature 
  successfully hitting the target of the spell with an 
  unarmed strike, natural weapon, or non-reach 
  melee weapon takes 1d8 piercing damage + 1 per 
  two caster levels (maximum 1d8+10). 
  Devil, Bearded
  Component: Beard
  Potency: Lesser
  Augmentation: Any spell that inflicts disease. 
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  Using the beard tentacles of a barbazu while 
  casting a disease inflicting spell (such as 
  contagion) allows the caster to inflict the devil 
  chills disease rather than the spell’s normal 
  effect, with an immediate onset time and a save 
  DC equal to the spell’s save DC.
  I have recently begun researching a theory that hamatula barbs may be used as effective 
  quills when scribing spells based in abjurative magic.  While the theory of doing such seems 
  sound, and all experiments completed using other materials would support this, the last 
  hamatula barbs were used in previous experiments several fortnights ago, and adventurers 
  willing to battle a barbed devil are not so common.
  Devil Chills
  Devil Chills:—injury; save see above; onset 
  immediate; frequency 1/day; effect 1d4 Str 
  damage; cure 3 consecutive saves.
  
  28
  Devil, Bone
  Component: Horn
  Potency: Moderate
  Augmentation: Any spell that grants invisibility.
  Cost: 1,250 gp; Price 2,500 gp 
  DESCRIPTION
  When the ground powder from an osyluth horn 
  is incorporated into a spell granting invisibility or 
  comparable camouflage, it eliminates the need for 
  any verbal or somatic components (as the Silent 
  Spell and Still Spell feats). A single horn yields 1d4 
  doses of usable powder.
  Devil, Erinyes
  Component: Eye
  Potency: Moderate
  Augmentation: Any ray spell.
  Cost: 1,750 gp; Price 3,500 gp
   
  Description: The keen eyesight of an 
  erinyes can aid a caster, making ray spells strike 
  with greater precision.  The caster gains a +2 
  competence bonus to their attack rolls with a 
  ray spell utilizing erinyes eyes and a +2 bonus to 
  caster level checks to penetrate spell resistance. An 
  erinyes eye can be used 1d4+1 times before losing 
  its power. 
  Component: Hair
  Potency: Lesser
  Augmentation: Animate rope.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The hair of an erinyes can be used to greatly 
  empower the casting of an animate rope spell. 
  Instead of the spell’s normal effects, the rope 
  becomes a Small-sized animated object with the 
  grab ability for the spell’s duration. This otherwise 
  functions as the animate objects spell. 
  Devil, Horned
  Component: Horn
  Potency: Greater
  Augmentation: Any spell with the fear descriptor.
  Cost: 5,000 gp; Price 10,000 gp
  DESCRIPTION
  Incorporating the powder from a cornugon horn 
  into the casting of a spell with the fear descriptor 
  increases the save DC by +2. If the spell inflicts a fear 
  condition, the fear condition inflicted is increased 
  by one step (shaken to frightened, frightened to 
  panicked, etc.). A single horn yields 2d4 doses of 
  usable powder.
  Devil, Ice
  Component: Antenna
  Potency: Greater
  Augmentation: Any spell with the cold descriptor.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  Gelugon’s embody the icy layer of Hell known as 
  Cocytus, and their antenna assist in channeling 
  a portion of that numbing cold. Spells with the 
  cold descriptor are cast at +2 caster level.  If the 
  spell is 6th-level or lower, it affects creatures with 
  cold resistance as if their resistance were 10 less 
  than normal.  If the spell is 3rd-level or lower, 
  even creatures normally immune to cold can be 
  affected, and are treated as if they only possessed 
  cold resistance 20. 
  Devil, Pit Fiend
  Component: Heart
  Potency: Greater
  Augmentation: Wish.
  Cost: 14,000 gp; Price 28,000 gp
  DESCRIPTION
  The heart of a pit fiend can be used in place of the 
  diamond material component for a wish spell. If 
  
  29
  used as the material component for a wish spell, 
  any spell duplicated can be of +1 spell level higher. 
  For example, it could be used to duplicate any 
  sorcerer/wizard spell of 9th level or lower, or 7th 
  level or lower spells from an opposition school. 
  Component: Horn
  Potency: Greater
  Augmentation: Any spell that adds an enhancement 
  bonus to Strength, Dexterity, or Constitution.
  Cost: 2,500 gp; Price 5,000 gp
  DESCRIPTION
  Drinking a tincture made from the horn of a pit 
  fiend as a part of the casting of any spell that adds an 
  enhancement bonus to one or more physical ability 
  scores (Strength, Dexterity, and/or Constitution) 
  doubles both the duration (as the Extend Spell 
  metamagic feat) and the enhancement bonus. The 
  tincture made from one horn creates 1d4+1 doses.
  Devourer
  Component: Cerebral fluid
  Potency: Greater
  Augmentation: Any spell that creates undead.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  The cerebral fluid of a devourer gives spellcasters 
  greater control over undead they create. The spell 
  cast to create undead is cast at +2 caster level. 
  Undead created count as 1/2 their normal Hit Dice 
  for the purposes of the caster controlling them with 
  any spell or effect the caster uses to control undead 
  (dependent on their Hit Dice). 
  Dragons
  Component: Scales
  Potency: Varies by CR
  
  30
  Augmentation: Any spell that grants resistance or 
  immunity to energy damage.
  Cost/Price: Varies by CR
  DESCRIPTION
  Spells that grant any resistance or immunity to 
  energy damage are amplified by a true dragon’s 
  scales. The caster level of the spell is increased, 
  based on the power of the dragon (+1 for lesser, +2 
  for moderate, and +3 for greater). 
  Component: Breath gland
  Potency: Varies by CR
  Augmentation: Any spell with the energy 
  descriptor equivalent to the dragon’s breath 
  weapon damage.
  Cost/Price: Varies by CR
  DESCRIPTION
  The breath gland can be used to alter spells with 
  a descriptor equivalent to the energy damage 
  inflicted by the dragon’s breath. A lesser potency 
  gland causes the range of the spell to be doubled (as 
  the Enlarge Spell feat). A moderate potency gland 
  causes the spell’s energy damage to be increased by 
  50% (as the Empower Spell feat). A greater potency 
  gland causes either the range to be doubled and the 
  energy damage to be increased by 50%, or the area 
  affected to be doubled (as the Widen Spell feat). 
    
  Component: Blood
  Potency: Varies by CR
  Augmentation: Any spell.
  Cost/Price: Varies by CR
  DESCRIPTION
  The blood of true dragon’s acts as the most versatile 
  creature component known. When used as a 
  material component in spellcasting, dragon’s blood 
  can increase the saving throw DC of any spell 
  based on the blood’s potency (+1 for lesser, +2 for 
  moderate, and +3 for greater). True dragon blood 
  is more expensive than normal components of its 
  potency (double both cost and price). 
  Dragon Turtle
  Component: Breath gland
  Potency: Lesser
  Augmentation: Any damaging spell with the fire 
  descriptor.
  Cost: 250 gp; Price 500 gp
  DESCRIPTION
  A serum made from the breath gland of a dragon 
  turtle transforms damaging spells with the fire 
  descriptor into blasts of steam. When cast under 
  water, the caster does not need to make a caster 
  level check to transform the fire into steam.  The 
  breath gland can be used to craft 1d4 doses of 
  the serum.
  Drider
  Component: Spinneret gland
  Potency: Lesser
  Augmentation: Any spell that creates webs or 
  webbing.
  Cost: 250 gp; Price 500 gp
  DESCRIPTION
  The juices from the spinneret gland of a drider 
  make the webs associated with certain spells 
  stronger. Any save, combat maneuver check, or 
  Escape Artist check DC is increased by +2. A 
  single spinneret gland can make 1d4 vials of the 
  required component.
  Dryad
  Component: Hair
  Potency: Lesser
  Augmentation: Any transmutation spell targeting 
  wooden objects or plants.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  Any transmutation spell targeting wooden objects 
  or plants is cast at +1 caster level. If used as a 
  
  31
  material component with the entangle spell, the 
  save DC is also +1. 
  Elementals
  Component: Essence
  Potency: Varies
  Augmentation: Spells with a descriptor dependent 
  on the elemental’s type.
  Cost: Varies
  DESCRIPTION
  The harvested essence of elementals acts as a 
  versatile material component when used with 
  spells fitting with the elemental’s affinity. An 
  air elemental’s essence modifies spells with 
  the electricity descriptor. An earth elemental’s 
  essence modifies spells with the acid descriptor. 
  A fire elemental’s essence modifies spells with 
  the fire descriptor. A water elemental’s essence 
  modifies spells with the cold descriptor. The caster 
  employing the elemental’s essence can lower the 
  spell level increase of any metamagic feat applied 
  to a spell with the associated energy descriptor by 
  an amount based on the potency (one for lesser, 
  two for moderate, and three for greater). 
  Ettercap
  Component: Spinneret gland
  Potency: Lesser
  Augmentation: Web.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  A web spell enhanced with a paste made from the 
  spinneret gland of an ettercap increases the affected 
  area by 50% (to a 30 ft. radius).
  Genies
  Component: Blood
  Potency: Greater
  Augmentation: Miracle, wish.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  While it is difficult to distil, even the weakest 
  genies hold the power of wish magic within their 
  blood. Incorporating the blood of a genie into any 
  reality altering magic (such as limited wish, miracle, 
  or wish) empowers the spell beyond its normal 
  limits. If used as the material component, any 
  spell duplicated can be of +1 spell level higher. For 
  example, with a wish spell could be used to duplicate 
  any sorcerer/wizard spell of 9th level or lower, or 
  7th level or lower spells from an opposition school. 
  The genie’s blood does not count toward the base 
  material components cost of any associated spell. 
  Genie, Djinni
  Component: Essence
  Potency: Moderate
  Augmentation: Elemental body.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Incorporating the djinn’s essence into the casting 
  of an elemental body spell to transform into an air 
  elemental increases the duration of the spell to 10 
  minutes per caster level. 
  Do not blend the paste 
  of 
  an 
  ettercaps 
  spinneret 
  gland with the juices from 
  a drider.  Though they bear 
  similar enhancement abilities, 
  something in the twisted magic 
  used to create a drider reacts 
  with the ettercap paste, causing 
  undesired effects. My final 
  attempt to combine the two 
  resulted in the majority of my 
  lab exploding into thick, tacky, 
  webs.  These too were harvested 
  for experimentation of course.  
  Currently they are being woven 
  into an attempt at a modified 
  rope of entanglement.
  
  32
  Genie, Efreeti
  Component: Essence
  Potency: Moderate
  Augmentation: Elemental body.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Incorporating an efreet’s essence into the casting 
  of any elemental body spell to transform into a fire 
  elemental increases the duration of the spell to 10 
  minutes per caster level. 
  Genie, Janni
  Component: Essence
  Potency: Lesser
  Augmentation: Elemental body I.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
   Incorporating a janni’s essence into the casting 
  of the elemental body I spell to transform into any 
  elemental doubles the duration of the spell (as the 
  Extend Spell feat). 
  Genie, Marid
  Component: Essence
  Potency: Moderate
  Augmentation: Elemental body.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Incorporating a marid’s essence into the casting of 
  any elemental body spell to transform into a water 
  elemental increases the duration of the spell to 10 
  minutes per caster level. 
  Genie, Shaitan
  Component: Essence
  Potency: Lesser
  Augmentation: Elemental body.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Incorporating a shaitan’s essence into the casting of 
  any elemental body spell to transform into an earth 
  elemental increases the duration of the spell to 10 
  minutes per caster level. 
  Ghost
  Component: Essence
  Potency: Varies by CR
  Augmentation: Any spell that creates undead.
  Cost: Varies by CR
  DESCRIPTION
  When incorporated into any spell that creates 
  undead, the essence of a ghost grants one undead 
  created greater channel resistance. If the spell 
  creates multiple undead with a single casting, only 
  one of the undead is affected. Essence with lesser 
  potency increases the undead’s channel resistance 
  by +2. Essence with moderate potency increases 
  the undead’s channel resistance by +4. Essence with 
  greater potency increases the undead’s channel 
  resistance by +6. 
  Ghoul
  Component: Intestines
  Potency: Lesser
  Augmentation: Protection from evil or magic circle 
  against evil.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  When incorporated into the casting of a protection 
  from evil or magic circle against evil spell, affected 
  creatures are also affected by a hide from undead 
  spell effect for the spell’s duration. 
  
  33
  Gibbering Mouther
  Component: Spittle
  Potency: Lesser
  Augmentation: Any spell with the acid descriptor.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The spittle of this aberration empowers the acid 
  within a spell, making it more vitriolic, weakening 
  the target’s defenses. A damaged creature has any 
  damage reduction or hardness halved for 1 round. 
  If the spell allows for a save, this effect is negated on 
  a successful save. 
  Girallon
  Component: Sinew
  Potency: Moderate
  Augmentation: Any spell with the polymorph 
  descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Incorporating a girallon’s sinew into the casting of 
  any polymorph spell that grants a creature at least 
  two natural claw attacks, causes the creature to 
  grow two smaller clawed limbs. The creature gains 
  two additional claw attacks that deal damage as 
  one size category smaller. The target gains the rend 
  universal monster ability when also attacking with 
  the additional claw attacks. 
  Gorgon
  Component: Horn
  Potency: Greater
  Augmentation: Any area of effect spell that allows 
  a Reflex save.
  Cost: 2,500 gp; Price 5,000 gp
  DESCRIPTION
  When incorporated into an area of effect spell that 
  allows a Reflex save, the gorgon’s powdered horn 
  causes targets to calcify on a failed save. If the spell 
  is 3rd-level or lower, the affected creatures take 1d4 
  Dexterity damage. If the spell is 4th- to 6th-level, 
  
  34
  the affected creatures take 1d4 Dexterity drain. If 
  the spell is 7th-level or higher, the affected creatures 
  take 1d4 Dexterity drain and must succeed on an 
  additional Fortitude save or turn to stone (as the 
  flesh to stone spell). One horn can make 1d4 uses 
  worth of powder.
  Hell Hound
  Component: Blood
  Potency: Lesser
  Augmentation: Any spell that grants energy 
  resistance or immunity.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  Incorporating the blood of a hellhound into a spell 
  that grants energy resistance or immunity grants 
  fire resistance 5 or improves any fire resistance by 
  5, regardless of the type of energy resistance or 
  immunity selected in the casting. 
  Hydra
  Component: Blood
  Potency: Moderate
  Augmentation: Any cure spell.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  Incorporating the blood of a hydra into any cure 
  spell (a spell with “cure” in the name) grants any 
  affected creature fast healing equal to the spell’s 
  level for a number of rounds equal to the caster’s 
  level in addition to the spell’s normal effects. 
  Intellect Devourer
  Component: Brain
  Potency: Moderate
  Augmentation: Any mind-affecting spell that 
  causes the confused condition.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  A potent mixture derived from the brain matter 
  of an intellect devourer can make victims of 
  spells that cause confusion much more violent. 
  The saving throw DC of the confusion causing 
  spell is increased by +1. On any confusion result 
  other than act normally, the creature attacks 
  the nearest creature (so a d% result of 26–100 is 
  treated as a 75–100). 
  Invisible Stalker
  Component: Essence
  Potency: Greater
  Augmentation: Any spell that grants invisibility or 
  equivalent camouflage.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  If the essence of an invisible stalker is incorporated 
  into any spell that causes invisibility or equivalent 
  camouflage, the invisible target becomes immune 
  to blindsense, blindsight, scent, and tremorsense 
  for the spell’s duration. 
  Kraken
  Component: Ink
  Potency: Greater
  Augmentation: Any spell that increases a creature’s 
  movement or grants a swim speed.
  Cost: 1,000 gp; Price 2,000 gp 
  DESCRIPTION
  Incorporating the ink of a kraken into a spell 
  that increases a creature’s movement or grants 
  a swim speed also allows the creature to cast a 
  quickened deeper darkness (as the Quicken Spell 
  metamagic feat) once during the spell’s duration. 
  The caster level of the deeper darkness is equal to 
  the spellcaster’s level, and the range is touch. 
  
  35
  Kyton
  Component: Blood
  Potency: Moderate
  Augmentation: Any damaging spell.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The blood of a kyton causes enhanced pain in 
  magical wounds. If the spell allows a saving throw, 
  this effect is negated on a successful save. If the 
  spell does not normally allow a save, the target is 
  allowed a Fortitude save to negate this effect. In 
  addition to the spell’s normal effects, the target 
  takes a –2 penalty on attack rolls, skill checks, and 
  ability checks for 1 minute. If the target fails the 
  save by 5 or more, the penalty lasts for 1 hour. This 
  is a pain effect. 
  Lich
  Component: Bone dust
  Potency: Greater 
  Augmentation: Protection from evil, magic circle 
  against evil.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  When a lich’s bone dust is incorporated into the 
  casting of a protection from evil or magic circle 
  against evil spell, undead are affected as if they 
  were evil summoned creatures.
  Component: Phylactery shards
  Potency: Greater 
  Augmentation: Any spell with the death descriptor.
  Cost: 15,000 gp; Price 30,000 gp
  DESCRIPTION
  The broken shards of a lich’s phylactery can trap 
  souls of creatures killed by spells with the death 
  descriptor that incorporate the pieces as a spell 
  focus. This functions as the soul bind spell, except 
  the subject’s soul is immediately trapped within 
  the phylactery shards upon death. The phylactery 
  shards replace the black sapphire focus of the soul 
  bind spell, and can hold up to 20 Hit Dice worth 
  of souls.  The phylactery shards are not consumed 
  during the casting.
  Linnorms
  Component: Blood
  Potency: Greater
  Augmentation: Any damaging area of effect spell.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  The blood of a linnorm, pulsing with vengeance 
  beyond the vial, can allow a spellcaster to release 
  a final vengeful burst of magic before death. As an 
  immediate action before being killed by hit point 
  damage, a spell, or any other effect, the caster may 
  cast a single damaging area of effect spell. The spell 
  must be centered on or originate from the caster, 
  regardless of its normal range. 
  Mephits
  Component: Essence
  Potency: Lesser
  Augmentation: Any summoning spell capable of 
  summoning an elemental.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The essence of a mephit can form a stronger 
  connection to the elemental plane the mephit hails 
  from. When used as a material component in any 
  spell with the summoning descriptor that summons 
  an elemental from the associated plane, the caster 
  either summons a stronger elemental or elementals 
  in greater numbers. If the spell summons a single 
  elemental, the elemental gains the benefits of the 
  Augment Summoning feat (this does not stack 
  with the benefits of the feat). If the spell summons 
  multiple elementals instead, it summons one 
  additional elemental of the selected type.  
  
  36
  Mimic
  Component: Slime
  Potency: Lesser
  Augmentation: Any spell or affect that grants a target 
  an armor bonus to AC or damage reduction.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  Including a vial of mimic slime as a material 
  component for any spell that adds an armor bonus 
  to the target’s AC or grants the target damage 
  reduction also grants the target a +4 bonus to CMB 
  to initiate or maintain a grapple. 
  Mohrg
  Component: Saliva
  Potency: Greater
  Augmentation: Any spell with the death descriptor.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  Any creatures killed by a spell with the death 
  descriptor incorporating a mohrg’s saliva arise as 
  a zombie (fast zombie variant) 1d4 rounds later. 
  Zombies created in this fashion are automatically 
  under the spellcaster’s control, but count as undead 
  created with the animate dead spell for the purposes 
  of how many the caster can control at one time.
  Mummy
  Component: Wrappings
  Potency: Moderate
  Augmentation: Any spell that inflicts a curse.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The wrappings of a mummy can be used to make 
  spells that inflict curses even worse for the target. 
  For the duration of the curse, anyone casting a 
  conjuration (healing) spell on the afflicted creature 
  
  37
  must succeed on a caster level check (DC 15 + the 
  spell’s level), or the spell is wasted and the healing 
  has no effect. 
  Naga, Dark
  Component: Cerebral fluid
  Potency: Lesser
  Augmentation: Any spontaneously cast spell with 
  a metamagic feat applied.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The cerebral fluid of a dark naga may be combined 
  with the spontaneous casting of any spell 
  incorporating a metamagic feat. The casting time 
  is not increased. 
  Naga, Guardian
  Component: Cerebral fluid
  Potency: Greater
  Augmentation: Any spontaneously cast spell with 
  a metamagic feat applied.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  The cerebral fluid of a guardian naga may be 
  combined with the spontaneous casting of any 
  spell incorporating a metamagic feat. The casting 
  time is not increased and the spell level increase 
  from the metamagic feat is additionally reduced by 
  two (minimum +0). 
  Naga, Spirit
  Component: Cerebral Fluid
  Potency: Moderate
  Augmentation: Any spontaneously cast spell with 
  a metamagic feat applied.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The cerebral fluid of a guardian naga may be 
  combined with the spontaneous casting of any 
  spell incorporating a metamagic feat. The casting 
  time is not increased and the spell level increase 
  from the metamagic feat is additionally reduced by 
  two (minimum +0). 
  Night Hag
  Component: Heartstone
  Potency: Greater
  Augmentation: Soul bind.
  Cost: 5,000 gp; Price 10,000 gp 
  DESCRIPTION
  A harvested heartstone can be used to capture 
  and release souls with the soul bind spell. When 
  the heartstone is used as a focus for the soul bind 
  spell, it functions as a 10,000 gp black sapphire. The 
  caster of the soul bind spell can release the captured 
  soul from the held heartstone as a standard action 
  without destroying it. If the captured soul is 
  released, the heartstone may be reused. As the soul 
  is being released, it may optionally be captured in 
  some other manner.  
  Naga are very dangerous creatures.  
  Those of the deep and spirit sorts are 
  exceedingly cunning, and very talented 
  deceivers.  More than one of my gatherers 
  has fallen victim to some ill-conceived 
  bargain or other deception.  Gathering 
  components from them for experimentation 
  has proven troublesome over the years.  If 
  hiring others to secure such things, ensure 
  they possess not only intellect, but strength 
  of will.
  
  38
  Nightmare
  Component: Hooves
  Potency: Lesser
  Augmentation: Mount, phantom steed.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  Powdered nightmare hooves can be incorporated 
  into the casting of a mount or phantom steed spell, 
  to grant the conjured steed the nightmare’s smoke 
  ability once per casting. The mount can exhale 
  smoke that chokes and blinds foes, filling a 15-foot 
  cone as a standard action. Anyone in the cone must 
  succeed on a Fortitude save or become sickened 
  until 1d6 minutes after leaving the area. This 
  smoke acts as obscuring mist for the purposes of 
  concealment. The smoke persists for 1 round. The 
  caster has no resistance or immunity to the smoke. 
  The save DC is equal to the spell’s save DC. 
  Ogre Mage
  Component: Horn
  Potency: Lesser
  Augmentation: Any spell with the polymorph 
  descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  When the horn of an ogre mage is incorporated 
  into any spell with the polymorph descriptor to 
  transform into a humanoid creature (of any type), 
  the target is also automatically affected by an 
  enlarge person and feather fall spell for the duration 
  of the polymorph effect. 
  Owlbear
  Component: Feather and fur
  Owlbears are fierce predators when encountered in the wild, their claws and beak able 
  to rend flesh and most mundane materials with frightening ease.  It is much more advisable 
  to purchase a juvenile creature, providing you with a great deal of materials for magical 
  enhancement, but with training, a potent pet and guardian as well!  While the purchase 
  and training of a young owlbear, if available, can cost several thousand gold coins, they 
  are well worth the expense.  As a side note, I would also recommend keeping students and 
  apprentices lacking in common sense away from such creatures.  Even “tamed” they have 
  little tolerance for juvenile stupidity.
  Nymph
  Component: Hair
  Potency: Moderate
  Augmentation: Heroism, greater heroism.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The hair of a nymph can grant heroes unearthly 
  grace in a time of need. When used as a material 
  component for the heroism or greater heroism 
  spells, the target gains the spell’s morale bonus as a 
  deflection bonus to AC. 
  Potency: Lesser
  Augmentation: Bear’s endurance, mass bear’s 
  endurance, mass owl’s wisdom, owl’s wisdom.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The feather and fur of an owlbear is symbolic of 
  its strange dual nature. If used to augment either a 
  bear’s endurance or owl’s wisdom spell (or the mass 
  versions of either spell), the target additionally 
  gains half of the other spell’s benefits for the spell’s 
  duration. So, casting a bear’s endurance would grant 
  a +4 enhancement bonus to Constitution, and a +2 
  enhancement bonus to Wisdom. 
  
  39
  Phase Spider
  Component: Silk
  Potency: Greater
  Augmentation: Ethereal jaunt.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  Incorporating phase spider silk into the casting of 
  ethereal jaunt greatly improves the spell’s utility. 
  For the spell’s duration the caster can shift from 
  the Ethereal Plane to the Material Plane as a free 
  action, and shift back again as a move action (or as 
  part of a move action). 
  Phoenix
  Component: Ashes
  Potency: Greater
  Augmentation: Raise dead, resurrection.
  Cost: 5,000 gp; Price 10,000 gp
  DESCRIPTION
  The ashes of a phoenix can replace the required 
  diamond material component of a raise dead or 
  resurrection spell. If the ashes are used in addition 
  to the required material component (a 5,000 gp 
  diamond for raise dead or a 10,000 gp diamond for 
  resurrection), then the spell’s power is magnified. 
  A raise dead cast in this manner functions as a 
  resurrection spell, and a resurrection spell functions 
  as a true resurrection. 
  Pixie
  Component: Dust
  Potency: Lesser
  Augmentation: Any spell that causes magical sleep.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  Harvested pixie dust can put creatures affected 
  by a magical sleep into a coma-like slumber. Any 
  time the creature would normally be automatically 
  
  40
  awakened (such as through slapping or an 
  application of the aid another action), they must 
  succeed on a Will save (save DC equals spell DC) 
  or remain asleep. If the creature is harmed by lethal 
  damage, they may add the damage taken as a bonus 
  to the Will save.    
  Rakshasa
  Component: Ichor
  Potency: Greater
  Augmentation: Spell immunity, spell resistance.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  The rakshasa’s legendary resistance to magic can be 
  used by the caster to augment spells granting spell 
  resistance or immunity. The spell resistance granted 
  by the spell resistance spell is increased by +5. The 
  number of spells a warded creature can gain immunity 
  to from the spell immunity spell is doubled. 
  Remorhaz
  Component: Heat gland
  Potency: Moderate
  Augmentation: Any wall spell with the fire or cold 
  descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  When the heat gland of a remorhaz is 
  incorporated into any wall spell (a spell with 
  “wall” in the name) with either the fire or cold 
  descriptor, the wall is immune to both cold and 
  fire damage, and can deal either cold or fire 
  damage (chosen when the spell is cast). 
  Rust Monster
  Component: Antennae
  Potency: Lesser
  Augmentation: Rusting grasp.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The antennae of a rust monster can amplify the 
  potency of the rusting grasp spell. The spell can affect 
  magic items made of metal, although any attended or 
  magical items receive a Reflex save (save DC equals 
  spell save DC) to negate this effect. On a failed save, 
  the item takes damage equal to half its maximum 
  hit points and gains the broken condition. If the 
  item is affected by rusting grasp using this creature 
  component a second time, it is destroyed. 
  Salamander
  Component: Scales
  Potency: Moderate
  Augmentation: Any spell granting a magical 
  enhancement bonus to a weapon.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The scales of a salamander can impart a portion 
  of their skill at enchantment and wielding flame 
  to an empowered weapon. The weapon gains the 
  flaming special ability for the duration of the spell 
  (in addition to any other benefits). If the weapon 
  has a +3 or higher magical enhancement bonus 
  (with or without the modifying spell), this instead 
  acts as the flaming burst special ability. 
  Satyr
  Component: Pipes
  Potency: Moderate
  Augmentation: Any spell with the mind-affecting 
  descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  When the harvested pipes of a satyr are incorporated 
  into any spell with the mind-affecting descriptor, 
  the caster may affect an additional target with 
  a single casting of the spell. All targets must be 
  within 30 feet of each other.  
  
  41
  Shadow
  Component: Essence
  Potency: Lesser
  Augmentation: Any necromancy spell that 
  requires a melee touch attack.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The essence of a shadow can be incorporated into 
  any necromancy spell that requires a melee touch 
  attack. If the spell allows a save, on a failed save 
  the creature takes 1 point of Strength damage in 
  addition to the spell’s normal effects. If the spell 
  does not allow a save, the creature automatically 
  takes the Strength damage. This effect can only be 
  used once per casting of the spell.
  We stumbled upon a place called the Illurian wasteland in our many travels, a desolate 
  and barren area that proved to be a prime gathering ground for shadow essences.  Thousands 
  of the creatures haunt the region, threatening anywhere not protected by magical totems.  
  Hunters wishing to gather components from these creatures should come well supplied 
  with essence vials, for like many incorporeal undead, there is little remaining of a shadow 
  once it is slain.  Shadows are not the only threat to prowl the wastelands however, so it is 
  best to employ a large group of competent adventurers rather than a single hunter.
  Shadow, Greater
  Component: Essence
  Potency: Moderate
  Augmentation: Any necromancy spell that 
  requires a melee touch attack.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The essence of a greater shadow can be incorporated 
  into any necromancy spell that requires a melee 
  touch attack. If the spell allows a save, on a failed 
  save the creature takes 1d6 point of Strength 
  damage in addition to the spell’s normal effects. If 
  the spell does not normally allow a save, the creature 
  gains a save to reduce the Strength damage. On a 
  successful save, the creature only takes 1 point of 
  Strength damage. This effect can only be used once 
  per casting of the spell.
  Shocker Lizard
  Component: Blood
  Potency: Lesser
  Augmentation: Any spell with 
  the electricity descriptor.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  Shocker lizard blood amplifies the 
  power of spells with the electricity 
  descriptor. The caster level for the 
  spell is increased by +1. A caster can 
  use up to two doses of shocker lizard 
  blood when casting an electricity 
  spell (increasing the caster level by 
  +2) as an exception to the normal 
  limitations on creature components. 
  
  42
  Skeleton
  Component: Bone dust
  Potency: Lesser
  Augmentation: Any necromancy spell that does 
  not allow a save for non-intelligent undead.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  When used to augment any necromancy spell 
  that specifically does not allow a saving throw 
  for nonintelligent undead (such as command 
  undead or halt undead) the caster may target an 
  additional nonintelligent undead with a single 
  casting of the spell. All targets must be within 30 
  feet of each other. 
  Skeletal Champion
  Component: Bone dust
  Potency: Moderate
  Augmentation: Animate dead.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  When bone dust from a skeletal champion is 
  incorporated into an animate dead spell used to 
  create one or more skeletons, one skeleton created 
  gains an Intelligence ability score of 8, possessing 
  only vague memories of its previous life. The 
  skeleton gains feats and skills as appropriate for an 
  undead creature of its Hit Dice.  
  Spectre
  Component: Essence
  Potency: Moderate
  Augmentation: Any spell with the light descriptor.
  Cost: 500 gp; Price 1,000 gp 
  DESCRIPTION
  Incorporating the essence of a spectre into any 
  spell with the light descriptor causes creatures 
  sensitive or vulnerable to bright light to have 
  their pain worsened. A creature with light 
  sensitivity acts as if they had light blindness, and 
  a creature with light blindness acts as if they had 
  sunlight powerlessness.
  Sphinx
  Component: Blood
  Potency: Greater
  Augmentation: Any symbol spell.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  The blood of a sphinx can be used to grant greater 
  control over any symbol spell (a spell with “symbol” 
  in the name). While the symbol is active, the caster 
  can alter the triggering conditions (including any 
  passwords) of the symbol with a 1minute ritual. 
  The caster can also attune additional creatures (up 
  to the spell’s usual limit, if any) or remove creatures 
  from the symbol’s attunement, but each creature 
  added or removed adds 1 minute to the ritual. 
  The price of the blood counts toward any material 
  component cost of the symbol spell.
  Stirge
  Component: Proboscis
  Potency: Lesser
  Augmentation: Any damaging spell.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  If a creature is reduced to negative hit points 
  by any damaging spell augmented by a stirge’s 
  proboscis, the target begins taking 1 point of 
  bleed damage each round. A single DC 15 Heal 
  check both stabilizes the creature and negates this 
  bleed damage. 
  Tiefling
  Component: Blood
  Potency: Lesser
  
  43
  Augmentation: Any spell with the darkness 
  descriptor.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The blood of a tiefling can augment any spell with 
  the darkness descriptor. The spell counts as a spell 
  of two levels higher for the purposes of countering 
  or dispelling any light spell. 
  Unicorn
  Component: Alicorn powder
  Potency: Greater
  Augmentation: Any cure spell.
  Cost: 1,000 gp (2,000 gp horn); Price 2,000 gp 
  (4,000 gp horn)
  DESCRIPTION
  Powder from a unicorn’s horn can be consumed in 
  the casting of a cure spell (any spell with “cure” in 
  the name) to greatly amplify the spell’s effects. The 
  caster may select one of the following conditions 
  per spell level affecting the target or targets of the 
  cure spell: ability damage, blinded, confused (and 
  insanity), dazzled (and dazed), diseased, fatigued 
  (and exhausted), feebleminded, poisoned, sickened 
  (and nauseated), and stunned. The selected 
  conditions are ended in addition to the spell’s 
  normal effects. A single unicorn’s horn produces 
  two doses of powder.
  Vampire
  Component: Blood
  Potency: Lesser
  Augmentation: Vampiric touch.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  The harvested blood of a vampire can be used to 
  augment the vampiric touch spell. The caster is 
  healed of hit point damage equal to half of the 
  damage dealt by vampiric touch, and receives half 
  of the damage dealt as temporary hit points (as 
  normal). The temporary hit points still disappear 
  after 1 hour, but the hit points healed do not. 
  However, the caster takes a cumulative –2 penalty 
  to Will saves against the dominate ability of 
  vampires and vampire spawn for 24 hours after 
  using this creature component. 
  Component: Eye
  Potency: Greater
  Augmentation: Any spell with the mind-affecting 
  and compulsion descriptors.
  Cost: 1,000 gp; Price 2,000 gp
  DESCRIPTION
  A vampire’s eye can be used to augment spells 
  with 
  the 
  mind-affecting 
  and 
  compulsion 
  descriptors. The spell is cast with no verbal or 
  The use of components sourced from a unicorn is considered very bad form in many 
  parts of the world, particularly in elven lands, or other nations that pay homage to the 
  forests and nature as a whole.  In fact, it is such an offense in some nations that it is 
  punishable by death, and may draw a large number of less than amiable villagers, perhaps 
  even a druid or two… I can neither confirm nor deny the truth of this experience, though 
  I admit that angry druids taking the form of ancient, and exceedingly large, bears tends to 
  put a damper on any peaceful harvesting endeavor.
  
  44
  somatic components (as the Silent Spell and Still 
  Spell feats). If the spell is normally language-
  dependent, it loses this requirement and any 
  communication between the caster and target 
  can be performed telepathically. The DC of any 
  Sense Motive checks to sense enchantment is 
  increased by the spell’s level. 
  Vargouille
  Component: Saliva
  Potency: Lesser
  Augmentation: Any damaging necromancy spell.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  A necromancy spell that causes damage can be 
  augmented by the saliva of a vargouille. The caster 
  of any cure spell (any spell with “cure” in the name) 
  on the damaged creature must succeed on a caster 
  level check (DC 10 + the necromancy spell’s level) 
  to successfully heal the damage. On a failed check, 
  the spell is lost. This effect ends after 24 hours or 
  when all the damage caused by the necromancy 
  spell is healed. 
  Wight
  Component: Ichor
  Potency: Lesser
  Augmentation: Any spell with the death descriptor.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  A single humanoid creature killed by a spell with 
  the death descriptor incorporating a wight’s ichor 
  arises as a zombie 1d4 rounds later. Zombies created 
  in this fashion are under the spellcaster’s control, 
  but count as undead created with the animate dead 
  spell for the purposes of how many the caster can 
  control at one time.
  Will-O’-Wisp
  Component: Sponge
  Potency: Moderate
  Augmentation: Any spell with the fear descriptor.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  A piece of the glowing sponge material that 
  forms a will-o’-wisp’s body allows the spells with 
  the fear descriptor to feed on his victim’s terror. 
  If this component is used to modify a fear spell 
  that successfully inflicts the cowering, frightened, 
  panicked or shaken conditions, the caster of the 
  spell gains fast healing equal to the spell’s level for 
  up to 1 round per caster level. The caster loses this 
  fast healing if the condition is ended or suppressed 
  or if he is not within 15 feet of the target for longer 
  than 1 round. 
  Wraith
  Component: Essence
  Potency: Moderate
  Augmentation: Any necromancy spell that 
  requires a melee touch attack.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  The essence of a wraith can be incorporated into 
  any necromancy spell that requires a melee touch 
  attack. If the spell allows a save, on a failed save the 
  creature takes 1d3 points of Constitution damage 
  in addition to the spell’s normal effects. If the spell 
  does not allow a save, the creature automatically 
  takes the Constitution damage. This effect can only 
  be used once per casting of the spell.
  Wyvern
  Component: Stinger
  Potency: Moderate
  Augmentation: Any spell with the summoning 
  descriptor.
  Cost: 500 gp; Price 1,000 gp
  
  45
  DESCRIPTION
  When incorporated into any spell with the 
  summoning descriptor used to summon a 
  creature with the poison special ability, the 
  caster may substitute the wyvern’s poison for the 
  creature’s normal poison. The Fortitude save DC 
  of the poison is equal to 10 + ½ the creature’s 
  HD + the creature’s Constitution modifier. If the 
  creature is undead, it uses its Charisma modifier 
  instead of its Constitution modifier to determine 
  the poison’s DC. 
  Xill
  Component: Egg
  Potency: Moderate
  Augmentation: Ethereal jaunt.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Incorporating a xill egg into the casting of ethereal 
  jaunt improves the spell’s utility. For the spell’s 
  duration the caster can shift from the Ethereal 
  Plane to the Material Plane as a move action. The 
  caster can then shift back to the Ethereal Plane as 
  a full-round action, but does not fully shift until 
  the beginning of his next turn. Until he fully shifts 
  to the Ethereal Plane, the caster has a 50% miss 
  chance. This miss chance is negated by attacks from 
  sources with the ghost touch special weapon ability. 
  Xorn
  Component: Eye
  Potency: Moderate
  Augmentation: Any spell that grants an armor or 
  shield bonus to armor class.
  Cost: 500 gp; Price 1,000 gp
  DESCRIPTION
  Incorporating a xorn eye into any spell that grants an 
  armor or shield bonus to armor class allows the target 
  to gain all-around vision. The creature sees in all 
  directions at once for the spell’s duration and cannot 
  be flanked, in addition to the spell’s normal effects. 
  
  46
  Yeth Hound
  Component: Heart
  Potency: Lesser
  Augmentation: Any spell with the fear descriptor.
  Cost: 100 gp; Price 200 gp
  DESCRIPTION
  A yeth hound’s heart holds within it all of the fear 
  it inflicted upon others, which can be used to cause 
  even the strong-willed to feel brief terror. If the fear 
  spell allows a save, the creature gains the shaken 
  condition on a successful save for 1d4 rounds. 
  If the spell does not allow a save, the creature 
  gains the shaken condition for 1 round. This is in 
  addition to the spell’s normal effects. This cannot 
  create a stronger fear-based condition and the 
  shaken condition cannot be made into a stronger 
  fear-based condition by other effects.  
  New Feats
  The following player options aid in the use or 
  harvesting of creature components. 
  Angel Blooded
  The blood of angels runs through your veins.
  Prerequisites: Angel, aasimar, or celestial 
  bloodline class feature.
  Benefit: You can harvest your blood as a 
  creature component without requiring a skill 
  check, causing ability drain, or negative levels. Only 
  you can harvest or use your blood harvested in this 
  manner. It acts as either assimar or angel blood 
  (chosen when harvested) with a potency based 
  on your CR (character level –1). You may have a 
  maximum number of vials of your blood harvested 
  at one time equal to your Charisma modifier 
  (minimum 1). Any excess blood harvested results 
  in the oldest vial spoiling immediately.
  Arcane Experimenter
  You are adept at incorporating creature components 
  into your spellcasting.
  Prerequisite: Caster level 1st. 
  Benefit: Incorporating creature components 
  into your spells does not increase the DC of your 
  concentration checks. 
  Blood of the Abyss
  Your bloodline runs rich with the blood of demons.
  Prerequisites: Demon, Tiefling or Abyssal 
  bloodline class ability.
  Benefit: You can harvest your blood as a 
  creature component without requiring a skill 
  check, causing ability drain, or negative levels. Only 
  you can harvest or use your blood harvested in this 
  manner. It acts as either tiefling or demon blood 
  with a potency based on your CR (character level 
  –1). You may have a number of vials of your blood 
  harvested at one time equal to your Charisma 
  modifier (minimum 1). Any excess blood harvested 
  results in the oldest vial spoiling immediately.
  It is interesting to note that 
  individuals with blood ties to 
  many of the creatures we have 
  catalogued could also be used as 
  a source for components.  These 
  individuals may not even be 
  aware of such ties, making them 
  difficult to differentiate from 
  other, less interesting members 
  of their kind.  However, several 
  of my students are researching a 
  divination to detect such strong 
  blood ties, and thus make this 
  determination a much simpler 
  endeavor.
  Component Hunter
  You’ve studied a variety of creatures that can be 
  used to augment arcane magic.
  Benefit: You gain a +3 bonus on any skill 
  check made to harvest creature components or 
  
  47
  for the purposes of determining what valuable 
  components a creature may possess. If you have 10 
  or more ranks in a Knowledge skill appropriate to a 
  creature of a given type, this bonus increases to +6. 
  Component Crafter
  You are skilled at utilizing special materials in the 
  creation of magic items.
  Prerequisite: Any item creation feat or Master 
  Craftsman.
  Benefit: Whenever you incorporate any 
  creature component into item crafting, the DC 
  of the Craft or Spellcraft skill checks are not 
  increased, and you additionally gain a bonus on 
  the Craft or Spellcraft check based on the potency 
  of the component (+2 for lesser, +4 for moderate, 
  and +6 for greater). 
  Dragon Descended
  Your draconic ancestry carries the pure power of 
  their magic in your blood.
  Prerequisite: 
  Dragon 
  creature 
  type 
  or 
  draconic bloodline class ability.
  Benefit: You can harvest your blood as a 
  creature component without requiring a skill 
  check, causing ability drain, or negative levels. Only 
  you can harvest or use your blood harvested in this 
  manner. It acts as true dragon blood with a potency 
  based on your CR (character level –1). If you are not 
  a true dragon, then your blood’s potency is equal 
  to a true dragon of half your CR. You may have 
  a number of vials of your blood harvested at one 
  time equal to your Charisma modifier (minimum 
  1). Any excess blood harvested results in the oldest 
  vial spoiling immediately.
  Efficient Refinement
  Practice allows you to increase the number of uses 
  gained from harvested components.
  Prerequisite: Craft (alchemy) 2 ranks.
  Benefit: Whenever you successfully harvest 
  components, you gain an additional component as 
  if your total was your check result +5. This does 
  not allow you to harvest more components than a 
  creature has available. 
  Harvester
  Through study, you have mastered the art of 
  extracting useful components from the living with 
  minimal harm.
   
  Prerequisite: Heal 5 ranks. 
   
  Benefit: Whenever you successfully harvest 
  a creature component from a living creature, the 
  creature takes ability damage instead of ability 
  drain, or any negative levels are temporary. The 
  creature can attempt to remove the negative levels 
  each day with a successful Fortitude save (DC 10 
  +1/2 the creature’s HD + creature’s Constitution 
  modifier). 
  Infernal Blood
  The power of Hell is within you, coursing through 
  your body.
  Prerequisite: Devil, tiefling, or infernal 
  bloodline class ability.
  Benefit: You can harvest your blood as a 
  creature component without requiring a skill 
  check, causing ability drain, or negative levels. Only 
  you can harvest or use your blood harvested in 
  this manner. It acts as either tiefling or devil blood 
  with a potency based on your CR (character level 
  –1). You may have a number of vials of your blood 
  harvested at one time equal to your Charisma 
  modifier (minimum 1). Any excess blood harvested 
  results in the oldest vial spoiling immediately.
  Practiced Incorporation
  You’ve learned to incorporate multiple creature 
  components into your spellcasting.
  Prerequisite: Arcane Experimenter.
  Benefit: You may incorporate up to two 
  creature components into the casting of a single 
  spell. You may not add two creature components 
  of the same type to the casting of a single spell. 
  Any benefits of the creature components stack. 
  However, when incorporating two creature 
  components into a spell, your concentration 
  checks are made at +5 to the DC. 
  
  48
  The following magical items are specifically 
  crafted 
  incorporating 
  harvested 
  creature 
  components. 
  Barghest Stomach
  Aura strong transmutation; CL 11th
  Slot none; Price 60,000 gp; Weight 15 lbs.
  DESCRIPTION
  Crafted from the actual stomach of a 
  barghest, 
  the 
  barghest 
  stomach 
  consumes 
  anything placed within it, making it a useful 
  trash service At any given time, it can hold up to 
  15 cubic feet of matter, one Large-sized creature, 
  two Medium-sized creatures, or four Small-sized 
  Magical Items
  Magical Items
  Each of the items catalogued here is a creation of either myself, or one of my students.  
  Many have earned not only the privilege of graduating the Academy with honors, but 
  great acclaim through their innovative thinking based on the principles of arcane alchemy.  
  I greatly anticipate expanding this catalogue soon, as several more of my protégés are on 
  the verge of their own incredible accomplishments in this area.
  creatures.  Anything placed within the stomach 
  must immediately make a DC 19 Fortitude save 
  each round or suffer 22d6 points of acid damage. 
  A successful save reduces damage to 5d6.  Any 
  creature or object reduced to 0 hp by the bag is 
  disintegrated as the spell. 
  A pinned creature can be shoved into the 
  barghest stomach with a successful check made 
  to maintain the grapple. A creature within can 
  attempt to escape with a successful combat 
  maneuver check (adding any bonuses to grapple-
  checks) against CMD 25. The creature can also 
  escape by dealing 15 hit points of damage with any 
  light slashing or piercing weapon. The stomach 
  has an AC of 17. If a creature cuts its way out, the 
  barghest stomach ceases functioning for 24 hours.
  
  49
  CONSTRUCTION
  Requirements Craft Wondrous Item, a barghest’s 
  stomach, disintegrate; Cost 30,000 gp
  Cyclopean Ring
  Aura strong divination; CL 17th
  Slot ring; Price 61,000 gp; Weight –
  DESCRIPTION
  This silver ring appears to have a closed eyelid 
  in place of where the gem would normally be set. 
  When its power is activated the eye opens for one 
  round, revealing a black gem with red vein-like 
  lines.  Once per day as an immediate action, the 
  wearer can peer into an occluded visual spectrum 
  of possible futures, gaining insight that allows 
  him to select the exact result of one type of die 
  roll before the roll is made. This effect can alter 
  an action taken by the wearer only, and cannot be 
  applied to the rolls of others.
  CONSTRUCTION
  Requirements Forge Ring, cyclops eye, foresight; 
  Cost 30,500 gp
  Deathlord’s Amulet
  Aura strong necromancy; CL 15th
  Slot neck; Price 56,000 gp; Weight –
  DESCRIPTION
  A deathlord’s amulet combines the power 
  of the most iconic undead (a ghost, a lich, and 
  a vampire), in order to create a ward against the 
  power of any cleric. The wearer of the deathlord’s 
  amulet is immune to positive energy damage and 
  any effects of the channel energy (positive) class 
  feature. 
  Additionally, the wearer gains one of the 
  following abilities. The ability selected can be 
  changed each day at dusk. Each power can be used 
  once per hour.  
  Corrupting Touch: As a touch attack, the wearer 
  can inflict 10d6 damage (Fortitude DC 22 halves).
  Energy Drain: As a touch attack, the wearer 
  can inflict 2 temporary negative levels (Fortitude 
  DC 22 negates).   
  Paralyzing Touch: As a touch attack, the wearer 
  can paralyze a creature for 1d4 rounds (Fortitude 
  DC 22 negates). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, ghost 
  ectoplasm, lich dust, vampire ash, create 
  greater undead, unhallow; Cost 28,000 gp
  Elixir of Control
  Aura strong enchantment; CL 15th
  Slot –; Price 2,500 gp; Weight –
  DESCRIPTION
  Consuming an elixir of control enables the 
  imbiber to strongly influence creatures of a given 
  type and subtype (if relevant). The creature’s type 
  and subtype is based on the brain of the creature 
  incorporated into the elixir.  The imbiber of the 
  elixir automatically charms (as the charm monster 
  spell) any creature of the given type within a 50 
  ft. radius for 1 hour (Will DC 22 negates). On a 
  successful save, the creature is immune to the elixir. 
  This effect affects creatures that enter the area of 
  effect after the elixir has been consumed.
  When the duration expires, all influenced 
  creatures instantly become hostile towards the 
  elixir’s user.
  CONSTRUCTION
  Requirements Craft Wondrous Item, the brain of 
  the creature type and subtype to be controlled, 
  mass charm monster; Cost 3,000 gp
  Essence Vial, Improved
  Aura moderate conjuration; CL 9th
  Slot –; Price 12,000 gp; Weight –
  DESCRIPTION
  This small metal essence vial is lined with 
  runes that glow softly when an essence is trapped 
  within.  The improved essence vial functions as an 
  essence vial, except it can contain the essence of up 
  to four different creatures at once. 
  The vial grants a +5 competence bonus to any 
  skill check made to harvest a creature component 
  
  50
  in the form of essence. Additionally, instead of 
  harvesting any creature component in the normal 
  form, the wielder may harvest the creature’s magical 
  essence directly. This in all ways acts as harvesting 
  a normal material component from the creature. 
  A successful Spellcraft skill check (DC 25) can 
  determine what type of essence and how many are 
  currently contained within.
  CONSTRUCTION
  Requirements Craft Wondrous Item, lesser planar 
  binding; Cost 1,250 gp
  Essence Vial, Greater
  Aura moderate conjuration; CL 11th
  Slot –; Price 10,000 gp; Weight –
  DESCRIPTION
  Usually crafted of mithral, these essence vials 
  are covered on all sides with runes.  The greater 
  essence vial functions as an improved essence vial, 
  except it can contain the essence of any number of 
  creatures at once. The essences contained within 
  may be used as creature components in spellcasting 
  as a free action.
  The vial grants a +10 competence bonus to any 
  skill check made to harvest a creature component 
  in the form of essence. 
  A successful Spellcraft skill check (DC 25) can 
  determine what type of essence and how many are 
  currently contained within.
  CONSTRUCTION
  Requirements Craft Wondrous Item, planar 
  binding; Cost 5,000 gp
  Lightning Cloak
  Aura strong evocation; CL 9th
  Slot shoulders; Price 63,000 gp; Weight 2 lbs.
  DESCRIPTION
  This cloak is crafted from the hides of either 
  a colony of shocker lizards or a blue dragon. 
  Intricately woven patterns, bearing the semblance 
  of electrical arcs seem to dance across the surface 
  when the wearer moves.  The wearer of the cloak is 
  immune to electricity damage.
  The wearer can, as a standard action, shoot 
  a 5-foot-wide, 30-foot-long horizontal bolt of 
  lightning that deals 5d6 points of electricity (Reflex 
  DC 17 halves). This ability may be used up to 5/
  day. If the wearer is outdoors and in a stormy area, 
  this damage becomes 5d10 instead of 5d6. 
  In any round the wearer casts a spell or uses a 
  spell-like ability with the electricity descriptor, he 
  may shoot a bolt of lightning as a swift action instead. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, 7–12 shocker 
  lizard hides or blue dragon skin, call lightning 
  storm, protection from energy; Cost 31,500 gp
  
  51
  behind the power of a riddle.
  The quill’s owner can write the words to a 
  riddle and its answer in the air before a door or 
  object they wish to seal.  Once completed, the door 
  is treated as if under the protection of an arcane 
  lock spell, except the minimum required Disable 
  Device skill check to open it is DC 30.
  Whenever anyone approaches the sealed 
  item with the intent to open it, the words of the 
  riddle appear on its surface.  Speaking the answer 
  Remorhaz Forge
  Aura strong evocation; CL 17th
  Slot –; Price 50,000 gp; Weight 1,000 lbs.
  DESCRIPTION
  A remorhaz forge is crafted from the innards 
  of the feared polar worm.  Without fuel it can 
  heat itself enough to melt any known metal, or 
  instantly absorb white-hot 
  heat without harming the 
  cooled object. Using this 
  forge grants a craftsman a 
  +10 competence bonus to 
  Craft skill checks to work 
  metals (i.e. armorsmithing, 
  weaponsmithing, metalworking, 
  etc.) and enables them to craft 
  both fire-forged and frost-forged 
  weapons and armor (see Pathfinder 
  Roleplaying 
  Game: 
  Ultimate 
  Equipment for details) without any 
  extra cost or time.
  The cost to enchant any weapon 
  with the flaming, flaming burst, frost, or 
  icy burst special abilities, or to enchant any 
  armor with cold resistance or fire resistance 
  is reduced by half if the forge is used for the 
  entire crafting process. 
  CONSTRUCTION
  Requirements Craft Wondrous 
  Item, remorhaz heat gland, 
  major creation, polymorph 
  any object; Cost 25,000 gp
  Quill of Riddles
  Aura 
  strong 
  evocation; 
  CL 3rd
  Slot –; Price 5,400 gp; 
  Weight –
  DESCRIPTION
  This wondrous quill 
  has the ability to seal 
  doors, chests, and other 
  items that can normally 
  be opened and closed 
  
  52
  temporarily suspends the magic for 1 minute, 
  before the seal becomes active again.  The knock 
  spell does not suppress the magic of a riddling quill. 
  A riddling quill may only have one active arcane 
  lock at a time, and using it to seal a different door 
  or object dispels any previous arcane lock. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, sphinx 
  feather, arcane lock, detect thoughts; Cost 
  2,700 gp
  Magical Weapons
  While all those educated in the arcane 
  arts know definitively that they are the 
  most versatile, beautiful, and powerful 
  tool mortals have ever been blessed with 
  by the gods, there are others that are not 
  yet as illuminated.  Included among these 
  are many of the hunters employed to 
  harvest components for the experiments 
  we conduct.  As such, I have developed a 
  number of simpler, though admittedly no 
  less wondrous, tools for their use.  Each of 
  these tools represents the powers utilized 
  from a particular creature, putting their 
  abilities to great use by those not born with 
  such gifts. 
  Hammer of Sundering
  Aura moderate evocation; CL 6th
  Slot none; Price 12,632 gp; Weight 5 lbs.
  DESCRIPTION
  A hammer of sundering is carefully carved 
  from the sturdy branch of a treant, with runes of 
  green and gold covering its haft.  It functions as a 
  +2 warhammer that grants its wielder the benefits 
  of the Improved Sunder feat, while wielding the 
  hammer.  
  Once per day, the wielder can speak a 
  command word as part of a sunder attack to 
  additionally affect any object struck with the effects 
  of a shatter spell (Fortitude DC 14).  If the wielder 
  possesses the Improved Sunder feat, he can use the 
  shatter ability three times per day.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, a 
  branch from a treant, shatter; Cost 6.472 gp
  Manticore Spike
  Aura moderate transmutation; CL 9th
  Slot none; Price 32,302 gp; Weight 1 lbs.
  DESCRIPTION
  A manticore spike functions as a +1 dagger, 
  except the tip is incredibly sharp, enabling it 
  to inflict greater damage (1d6) than a normal 
  dagger.  The remainder of the blade is etched with 
  a spiraling design that narrows at its hilt.  When 
  thrown, the dagger has a range of 180 feet with no 
  range increment. The wielder can cause the dagger 
  to regrow painlessly from her throwing hand, 
  dissolving the thrown weapon in the process as 
  a free action. This ability only functions within 1 
  round of the dagger being thrown. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, a 
  manticore’s tail spike, fabricate; Cost 16,302 gp
  Roper Whip
  Aura faint necromancy; CL 3rd
  Slot none; Price 32,302 gp; Weight 1 lb.
  DESCRIPTION
  Made from a roper’s strand, this +1 vicious 
  whip inflicts weakness upon the wielder’s enemies. 
  Any creature damaged by a roper whip must 
  succeed on a DC 20 Fortitude save or suffer 1d6 
  points of Strength damage. Any time the wielder 
  deals Strength damage to a foe, he takes 1 point of 
  Strength damage as well.   
  CONSTRUCTION
  
  53
  Requirements Craft Magic Arms and Armor, 
  a roper strand, ray of enfeeblement; Cost 
  16,302 gp 
  Salamander Spear
  Aura moderate evocation; CL 7th
  Slot none; Price 50, 302 gp; Weight 6 lbs.
  DESCRIPTION
  The spear of a salamander can be re-forged, 
  combining scales of the creature into the spear’s 
  haft and tip.  The result of this process, aided by 
  very specific enchantments, is a +2 flaming burst 
  spear.
    Whenever the wielder successfully critically 
  hits a creature with the spear, he may choose to gain 
  the salamander’s heat. For the next 1d4 rounds, the 
  wielder deals an additional 1d6 fire damage with 
  all attacks made with the spear (in addition to 
  the normal flaming burst fire damage). Instead of 
  gaining this ability, the wielder can instead opt to 
  target any other creature within 30 feet with two 
  scorching rays (as the spell), each inflicting 4d6 fire 
  damage on a successful ranged touch attack.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, the 
  spear and scales of a salamander, flame blade, 
  scorching ray; Cost 25,302 gp
  Weeping Blade
  Aura moderate necromancy; CL 7th
  Slot none; Price 24,315 gp; Weight 4 lbs.
  DESCRIPTION
  A weeping blade is a +1 longsword that 
  consumes and then exudes poison.
  When thrust into a creature that possesses the 
  poison universal monster ability, the blade absorbs 
  the poison as a swift action.  On command, the 
  blade can apply a dose of the absorbed poison to 
  itself.  The poison remains for a single strike before 
  being expended. The blade can only have one 
  poison absorbed at any one time, and an absorbed 
  poison must be used before the blade can absorb a 
  different poison.
  Once per day, the wielder of a weeping blade 
  can place it upon an open wound, and command 
  the blade to suck out the poison. This functions as 
  a neutralize poison spell, and if successful, charges 
  the blade with the same poison.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, 
  poison glands harvested from four different 
  creatures, neutralize poison, poison; Cost 12,315 gp
  Magical Item Variants
  Over the years I have unraveled a 
  large portion of the mysteries surrounding 
  the abilities possessed by a vast array 
  of creatures.  I have led my students to 
  create incredible, original items, that have 
  blossomed from these revelations.  Others 
  have taken my teachings another direction, 
  applying the principles to the creation of 
  items whose recipe for creation is already 
  well defined.  By doing so, they have opened 
  up a new door in the art of arcane alchemy, 
  learned to modify such items, and make 
  them much more interesting.
  The following are examples of ways common 
  wondrous and single-use items can be modified by 
  including harvested creature components.
  Bottle of ShadowsUE
  The essence of a shadow can be used to fuel 
  the powers of a bottle of shadows (see Pathfinder 
  Roleplaying Game: Ultimate Equipment for details). 
  This either reduces the cost to create the item by 
  10% (to 3,150 gp) or allows the bottle of shadows 
  to hold up to 5 charges. If a greater shadow’s 
  essence is incorporated into the bottle of shadows, 
  it either reduces the cost to create the item by 20% 
  (to 2,800 gp) or gives all shadows summoned the 
  advanced creature simple template (see Pathfinder 
  Roleplaying Game: Bestiary for details). 
  
  54
  Cloak of Resistance
  A Cloak of resistance can be crafted from the hide 
  of any magical creature to reduce creation cost, or 
  grant the wearer a portion of the creature’s resistance 
  or immunities.  The cost reduction varies by the 
  creature’s potency (see Magical Item Creation). 
  Alternately, if the creature possesses any 
  energy resistance or immunity, the cloak can grant 
  the wearer resistance or immunity at an increased 
  cost. Resistance 5 adds +3,000 gp to the cost, 
  resistance 10 adds +9,000 gp to the cost, resistance 
  20 adds +21,000 gp to the cost, and resistance 
  30 adds +33,000 gp to the cost. Immunity adds 
  +45,000 gp to the cost. The cloak can grant any 
  number of resistances and immunities, with a 
  cumulative cost. However, the resistances and 
  immunities the cloak grants cannot exceed those 
  of the creature the hide was harvested from. 
  For example, a cloak made from a balor’s wings 
  could grant immunity to electricity and fire, and 
  resistance 10 against acid and cold, but would cost 
  108,000 gp to create (in addition to the cost for any 
  resistance bonus to saves). It could not be made 
  to grant resistance higher than 10 against acid or 
  cold. This adds the resist energy spell to the cloak of 
  resistance construction requirements. If the cloak 
  includes immunity to a given energy, this also adds 
  protection from energy to the cloak of resistance 
  construction requirements.
  Dust of Disappearance
  The scales of a sea serpent can be ground 
  up and incorporated into the crafting of dust of 
  disappearance. This either reduces the creation cost 
  by 20% (to 2,800 gp) or allows the user of the dust 
  to become completely and truly imperceptible. 
  The creature becomes undetectable to any 
  sense, including (but not limited to) blindsight, 
  blindsense, scent, tremorsense, and lifesight. The 
  creature can still be revealed by dust of appearance.
  Potion of Bull’s Strength
  The harvested blood of a giant can either 
  reduce the cost to craft a potion of bull’s strength 
  (by a value depending the blood’s potency), or 
  enhance the power of a potion of bull’s strength, 
  increasing the enhancement bonus to Strength to 
  +6 if moderate potency or +8 if greater potency.  
  Potion of Cure Wounds
  The harvested blood of a troll can either reduce 
  the cost to craft a potion of any cure spell (by a 
  value depending the blood’s potency), or grant the 
  imbibing creature fast healing equal to the spell’s 
  level for a number of rounds equal to the potion’s 
  caster level in addition to the normal effects. 
   
  Wind Fan
  A wind fan can be empowered with the essence 
  of an air elemental to either reduce the creation cost 
  (by a value depending on the essence’s potency), 
  or increase the power of the gust of wind effect. If 
  a lesser air elemental essence is incorporated, any 
  Fortitude saves against the gust of wind are made 
  at a –1 penalty. If a moderate air elemental essence 
  is incorporated, creatures are treated as if one size 
  category smaller for the purposes of the spell’s effects. 
  If a greater air elemental essence is incorporated, 
  creatures are treated as if two size categories smaller 
  for the purposes of the spell’s effects. 
  Armor Enchantment Variants
  Not all enchantments need to be reserved 
  for potions and other wondrous items.  A wide 
  variety of materials can also be used to aid in the 
  enchantment of many types of armor.  Listed here 
  are but a few examples of the possibilities.
  Fortification
  A dragon’s scaly hide is uniquely resilient in 
  a manner beyond most magical creatures. It can 
  reduce the cost to enchant any magical armor by an 
  amount based on the component’s potency, grant 
  increased resistance based on the dragon’s immunity 
  (see resistances), or it can improve upon the 
  fortification armor special ability. If improving upon 
  the fortification armor special ability, the component 
  adds +5% to the chance for normal damage if it is 
  
  55
  of lesser potency, +10% if it is of moderate potency, 
  and +15% if it is of greater potency. 
  Invulnerability 
  The invulnerability armor enhancement grants 
  the wearer damage reduction 5/magic. Harvested 
  components from creatures with superior damage 
  reduction can be used to improve upon this 
  enchantment, or reduce the cost. Cost reduction 
  varies based on the creature’s potency. 
  Alternately, the enchantments can be improved 
  by incorporating the creature’s power. The creature 
  component must have at least a moderate potency 
  to be used in this manner. If the component 
  is of moderate potency, it may change the way 
  the damage reduction is bypassed from magic 
  weapons to, cold iron, or silver. If the component 
  is of greater potency, it may alternately change the 
  way the damage reduction is bypassed from magic 
  to adamantine, chaotic, evil, good, or lawful. The 
  creature must have damage reduction penetrated 
  by weapons of the selected type. 
  Resistances
  Many magical creatures possess immunity 
  to energy damage that can be drawn upon by 
  transforming their hide or scales into armor. 
  For example, a behir’s scales might be made into 
  electrically resistant armor or a winter wolf’s hide 
  could grant resistance to cold. The creature must 
  possess immunity to at least one energy damage 
  type (acid, cold, electricity, fire, or sonic) to be used 
  in this manner. 
  This can either reduce the cost to grant the 
  energy resistance, improved energy resistance, or 
  greater energy resistance special armor abilities 
  by an amount based on the creature component’s 
  potency, or improve the resistance to the energy 
  granted by the special armor ability. If the cost is 
  not reduced and the energy resistance is improved, 
  armor with the energy resistance or improved energy 
  resistance special abilities grants resistance 15 and 
  25, respectively. Armor with the greater energy 
  resistance special ability instead grants immunity 
  to the energy type. 
  In the centuries in which I have pursued my studies, I have taught hundreds of fledgling 
  wizards the hard fought lessons I have learned.  I have been honored to count among them 
  acolytes of several religious faiths, talented arcanists, and even those with innate power, 
  sourced in their blood, rather than acquired through study.
  Hundreds of years have passed and the countless hours spent in pursuit of these mysteries 
  has barely scratched the surface of their potential.  While my time has unfortunately 
  limited me to cataloguing but a few of the discoveries made in that time, there are countless 
  more yet to be discovered.  With every stroke of the quill, another legacy is forged, another 
  idea brought to fruition, another experiment yielding great achievement, or perhaps great 
  failure, is completed.
  If you are one of the blessed few who can decipher the notes, formulas, and discoveries I 
  have recorded here, then it is your privilege, and duty, to continue this work.  Seek your own 
  experiments, develop your own ideas, and leave your own legacy standing in your wake.
  I, for one, look forward to the day we can sit among friends, and share our revelations.
  Lady Al’thein Fel’ethane
  
  56
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Authors: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross 
  Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, 
  Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Creature Components. © 2016 Playground Adventures; Author: Daniel Marshall
  
  Magic Has Evolved
  Magic Has Evolved
  For generations wizards have sought ways to augment their already substantial magical 
  abilities.  Centuries of research have yielded countless new spells, metamagic practices, and even 
  the discovery of cooperative spellcasting as a means for making existing spells more powerful. 
  Now you can add even more power to your arsenal with Creature Components! 
  Harvest the essence of elementals, the scales of dragons, and the blood of genies for use 
  in augmenting your own spells or take it a step further with mods to magic items, weapons, 
  and armor. 
  Creature Components is a 56-page rule supplement surrounding the harvesting of 
  specialized components, and their use in the augmentation of both arcane and divine magic. 
  This book includes:
  - Rules for identifying and harvesting creature components
  - Over 100 creatures in the component catalogue
  - Variant Magical Items
  - New Magical Weapons and more
   
  Within these pages are options for both players and Game Masters to add variety to treasure 
  hoards, day to day spell casting, and even item creation.  Magic has evolved…
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Playground Adventures/Creature Components Vol.1.pdf