Chapter 2 - Casting Spells - Appendix B
Material Components
The following table is a list of material spell components, their level of rarity, their average cost (subject to change based on demand or availability), and a list of sources where they might be obtained. Magic Shops are not a common site in most locations and are typically only found where there is sufficient clientele.
Note much of this information is gathered from many different sources over many years. Always confirm before counting on these costs or availability.
Most material spell components vanish upon use. A few, however, survive. Such reusable items are particularly desirable for spell casters.
The following list has many such material spell components. In some cases, it is not clear from the spell description whether the item is meant to be reusable or not. Then the DM decides in the items either reusable or expended.
Cleric spells, various: holy symbol
Sanctuary: a small silver mirror
Augury: a set of gem-inlaid sticks or dragon bones
Locate object: a piece of lodestone
Atonement: prayer beads, prayer wheel, or prayer book
Find the path: divination counters favored by the cleric (as for augury)
Control weather: prayer beads
Druid spells, various: mistletoe or holly
Shillelagh: an oaken club
Changestaff: a staff of ash, oak, or yew wood made from the limb of a tree which had been struck by lightning within the past 24 hours.
Magic-user spells:
Bind: rope or rope-like object
Clairaudience: a small silver horn of 100 gp value
Read magic: a clear crystal or mineral prism
Lightning bolt: a bit of fur and an amber, crystal, or glass rod (Fur is consumed)
Detect illusion: a piece of yellow tinted glass, crystal, or mica
Melf's Minute Meteors: a small golden tube of 1000 gp cost
Magic mirror: a silver mirror of 1000 gp cost
Leomund's Secret Chest: two custom fabricated chests
Magic jar: a large gem or crystal (can only be used once)
Mordenkainen's Faithful Hound: a tiny silver whistle
Project image: a small replica (doll) of the magic-user
Contingency: an ivory statuette of the magic-user
Cacodemon: a brazier
Trap the soul: a very large and expensive gem (can only be used once)
Illusionist spell:
Hypnotic pattern: a crystal rod filled with phosphorescent material
Gathering Items
A number of material spell components can most easily be obtained just by going out and gathering them. Anything not fabricated and not refined can be gathered. To determine the chance of gathering a particular material spell component, use the following equation: a base chance of 100%, adjusted by the item's level of rarity times two, plus 1% for each day spent searching, plus 2% per day for each additional searcher beyond the first. Roll the adjusted chance once per day until the desired item is found, or the search is given up. If the chance to find the item is exactly 100%, it can be found after one full day's search (approximately 12 hours). For every 10% over 100%, the searching time drops by two hours. If the chance to find the item is 160%, then the item is found easily.
A large number of spells require gems, jewelry, or precious metals as part of the material component. There are two basic ways of obtaining such items: the spell caster may retain gems found during adventures, or they might purchase them from a jeweler, gem dealer, or (occasionally) a moneylender who assays and deals in precious stones.
In the case of many of the spells, the cost in gold pieces of the gems required is defined; otherwise the table below shows representative prices. Powdered gems may be prepared by any gem dealer. If the spell caster wishes to have his own gems powdered by a jeweler, the cost is 10% of the value of the gem(s).
Gold and silver items can be made by goldsmiths and silversmiths; this is described in more detail in the section on Fabricated Items. Jewelers and moneylenders can provide certain gold items, including gold dust, gold coins, and some fabricated items. Silversmiths can make the full range of silver items; so can many jewelers.
Level of rarity of gems:
Ornamental stones | Common | 10 gp |
Semi-precious stones | Uncommon | 50 gp |
Fancy stones | Scarce/Rare | 100 gp |
Precious | Scarce/Rare | 500 gp |
Gems | Rare/Very Rare | 1,000 gp |
Jewels | Very Rare | 5,000 gp |
Within the categories of gems, some are noted as having a base price five times higher than average. These should be treated as being one rarity level higher than others in the same category.
Gems frequently used in spells:
Agate | Ornamental/Common |
Amber | Fancy/Scarce |
Amethyst (crushed) | Fancy/Scarce |
Citrine | Semi-Precious/Uncommon |
Corundum | Gem/Rare |
Diamond | Gem/Very Rare |
Moonstone | Semi-Precious/Uncommon |
Opal, Black | Gem/Rare |
Pearl | Fancy/Scarce |
Pearl, Black (crushed) | Fancy/Rare |
Ruby (powdered) | Gem/Very Rare |
Sapphire, White | Gem/Rare |
Topaz | Fancy/Scarce |
Several spells call for a "large gem" or "a gem worth at least 5,000 gp". These should always be treated as Gem Stones (Rare), except those of 5,000 gp or greater value, which should be treated as Gem Stones (Very Rare). There is a listing of commonly accepted Gem Properties in Appendix B.
Certain material spell components must be specially made, either by skilled craftsmen or by the spell caster personally. The following provides ideas on those components which must be fabricated, who can do the work, how much the work costs, and how long it will take.
- Augury (cleric): A set of gem-inlaid sticks. These sticks can be manufactured by a jeweler in 1-4 weeks at a cost of 500 gp per set.
- Plane shift (cleric): A small, forked metal rod. Tuning forks can be made by a smith or musical instrument maker in 1-6 days for 25 gp, tuned.
- Changestaff, (druid): A staff of ash, oak, or yew wood made from the limb of a tree which had been struck by lightning within the past 24 hours. Obtaining the tree limb requires one full day of searching following a lightning storm. If your campaign has no system to determine the occurrence of such a storm, assume a 10% chance plus 1% per day, cumulative. There is a base 50% chance of finding such a tree. Searchers may be hired to help in this search. Normal searchers add 10% to the chance for each additional person; their cost is determined as per the DMG, pg. 29. Druids or rangers add 25% per person, and cost 150 gp per day to hire. Having the limb carved into a staff will take a trained woodcarver 1 week + 1-6 days, and will cost 250 gp.
- Levitate (magic-user): ||A piece of golden wire bent into a cup shape with a long shank on one end. A goldsmith can manufacture this in one day for a cost of 100 gp.
- Deeppockets, (magic-user): ||A tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends. A tailor can manufacture this in one day at a cost of 100 gp.
- Whip, (magic-user): A small bit of silk braided into a miniature whip. A tailor can manufacture this in 1-3 days for a cost of 15 gp.
- Clairaudience (magic-user): A small silver horn of 100 gp value. This can be manufactured by a silversmith in 7-12 days for 100 gp.
- Tongues (magic-user): A small clay model of a ziggurat. This can be manufactured by a potter, sculptor, or mason for 100 gp in 7-12 days.
- Melf's Minute Meteors, (magicuser): A small golden tube, 1000 gp cost. This can be manufactured by a goldsmith or jeweler in 14-21 days for 1000 gp.
- Dig (magic-user): Miniature shovel and tiny bucket. A smith, jeweler, or other craftsman can make these items in 1-3 days for 50 gp.
- Rarys Mnemonic Enhancer (magicuser): An ivory plaque of at least 100 gp value. This can be carved by a jeweler, sculptor, or carver for 100 gp in 7-12 days.
- Magic mirror, (magic-user): A silver mirror of 1000 gp cost. This can be manufactured by a silversmith for 1000 gp in 14-21 days.
- Mordenkainens Faithful Hound (magicuser): A tiny silver whistle. A silversmith can manufacture such a whistle in 7-12 days for 50 gp.
- Sending, (magic-user): Two tiny cylinders, each with one open end, connected by a short piece of copper wire. A smith can manufacture this device in 1-8 days for 50 gp.
- Project image (magic-user): A small replica (doll) of the magic-user. For 100% spell effectiveness, this doll should be prepared by a witch or magic-user, at a cost of 300 gp in 1-4 weeks. A sculptor or tailor could produce such a doll for 100 gp, but the spell would only have 50% effectiveness in terms of range and duration.
- Legend lore (magic-user): Strips of ivory formed in a rectangle. This can be made by a jeweler or sculptor in 1-3 days for 100 gp.
- Repulsion (magic-user): A pair of small magnetized iron bars attached to two small canine statuettes, one ivory and one ebony. A skilled carver or craftsman could make this device in 7-14 days for 200 gp.
- Spiritwrack (magic-user): An illuminated sheet of vellum. Although the final product of this spell must be personally produced by the magic-user, the vellum can be illuminated by a trained scribe in 7-14 days for 200 gp.
- Contingency, (magic-user): An ivory statuette of the magic-user. This can be carved by a good sculptor in 1-4 weeks for 1500 gp.
- Duo-dimension (magic-user): A thin, flat ivory likeness of the spell caster, gold filigreed, enameled, and gem-studded at a cost of 5000-10000 gp. This can be manufactured by a trained sculptor in 2-8 weeks at a cost of 5000 gp + (d6 x 1000) gp.
- Mordenkainens Sword (magic-user): A miniature platinum sword with grip and pommel of copper and zinc at a cost of 500gp. A good smith could manufacture this in 1-4 weeks at the listed cost.
- Mordenkainens Magnificent Mansion, (magic-user): A miniature portal carved from ivory. This can be carved by a jeweler, sculptor, or trained carver in 7-14 days for 250 gp.
- Volley, (magic-user): A bit of bent willow or other flexible wood, crisscrossed with specially prepared strands of gut. A carpenter or musical instrument maker can build this in 1-6 days for 100 gp.
- Bigbys Clenched Fist (magic-user): A small device consisting of four rings joined so as to form a slightly curved line, with an I upon which the bottoms of the rings rest, the whole fashioned of an alloyed metal of copper and zinc. A smith can manufacture a set of brass knuckles in 1-6 days for 100 gp.
- Hypnotic pattern (illusionist): A crystal rod filled with phosphorescent material. This can be made by a glassblower in 7-14 days for 300 gp.
Of course, not all communities have a magic store, or an alchemist, or even an expedition outfitter. Not all stores which do carry material spell components as such will have all the items in stock that a spell caster may desire. In addition, as noted, the prices that magic dealers charge is well in excess of the going prices on the open market. The following table is a master list of material spell components, their level of rarity, their normal cost (perhaps subject to change based on demand or availability), and a list of shops or other sources where they might be obtained. Not all communities will have all the various types of stores listed; some will have stores not listed. If a player wishes to attempt to buy material spell components in a shop not described in the following table, The rarity of each item was determined assuming a temperate (European) climate and the proper season, especially for botanical products. If this does not describe your campaign situation, the DM should adjust the rarity level and cost accordingly. It will be necessary for the spell caster to purchase or obtain appropriate containers for the components, and to spend time preparing the mixtures for rapid casting. This should be a part of preparing and memorizing spells prior to an adventure. Failure to do this will substantially extend the spell casting times listed in the Players Handbook, which assume that the material spell components are ready and available. Sources already described magic shops, expedition outfitters, alchemist shops, druid orders, cleric temples, and jewelers are not listed except when those stores are the optimum (or only) place to get a certain item. The base chance for one of the listed stores to have the given component is 100%, adjusted by the items level of rarity and the size of the city/town.
- Acid, strong (Uncommon; 1 gp/oz.): alchemist, brickmaker, engraver, stonecutter
- Acorns (Common; 5 cp/lb.): druid, gathering
- Adder stomach (Scarce; 5 gp/ea.): magic shop
- Alcohol, grain (Common; 1 gp/qt.): alchemist, barber, dyer, jeweler, painter, paper/ink maker, perfumer, physician, tanner
- Alkaline salts1 (Scarce; 5 gp/oz.): alchemist,gathering, physician
- Alum (Uncommon; 1 gp/oz.): alchemist, barber, dyer, paper/ink maker, perfumer, physician
- Amaryllis (Hypoxis) stalk2 (Rare; 24 gp doz.): botanist, druid, flower shop
- Animal hoof, powdered (Uncommon; 1 gp/oz.): alchemist, physician, stable, veterinarian
- Bag, tiny (Common; 15 sp/ea.): leatherworker, moneylender, tailor, tanner
- Bark, tree / Bark chips (Common; 1 cp/lb.): carpenter, druid, gathering, lumber mill
- Bat fur/Bat guano /Bat hairs (Scarce; 10 gp/oz.): gathering, magic shop
- Bead, crystal or glass (Common; 5 sp/ea.): glassblower, jeweler
- Beeswax (Everyday; 1 cp/oz.): beekeeper, bowyer/fletcher, food store
- Bell, small (Uncommon; 20 gp/ea.): bellmaker, clockmaker, jeweler, musical instrument maker, smith
- Berries, edible fresh (Common in season, 1 sp/lb.; Rare out of season, 15 gp/lb.): druid, food store, gathering
- Bitumen3 (Uncommon; 5 gp/oz.): alchemist, barrelmaker, carpenter, shipmaker
- Blood, black dragon (Very Rare; 500 gp/oz.): alchemist, magic shop
- Blood, human4 (Rare; 100 gp/oz.): alchemist, druid, magic shop, physician
- Blood, mammal (Uncommon; 1 gp/oz.): alchemist, butcher
- Bone, powder or shard (Common; 1 gp/lb.): alchemist, butcher, magic shop, physician
- Bone from undead (Rare; 50 gp/ea.): alchemist, magic shop
- Brandy, drop (Common; 1 gp/pt.): tavern, winemaker
- Brass dust (Common; 5 sp/oz.): armorer, smith, weapon maker
- Brazier (Uncommon; 25 gp/ea.): candlemaker, smith, temple
- Bromine salts5 (Scarce; 5 gp/oz.): alchemist, saltmaker
- Bronze disc (Common; 15 sp/ea.): armorer, engraver, smith
- Bull's horn, carved (Uncommon; 1 gp/ea.): carver, stable
- Burrs (Everyday; 1 cp/oz.): gathering, stable
- Butter (Everyday; 5 cp/lb.): dairy, farm, food store, tavern
- Candles, various types (Everyday, 1 cp/ea., for tallow; Common, 1 sp/ea., for wax; Uncommon, 1-6 gp/ea., for special candles): candlemaker
- Carbon (Common; 1 cp/oz.): candlemaker, paper/ink maker, smith
- Carp, live miniature (Scarce; 1 sp/ea.): bait shop, fishmonger
- Carrot, dried or powdered (Scarce; 1 sp/oz.): alchemist, food store, herbalist
- Castor beans6 (Rare; 10 gp/oz.): alchemist, dyer, perfumer, physician
- Caterpillar cocoon (Uncommon; 5 sp/ea.): druid, gathering, silkmaker
- Chalk (Common; 1 sp/stick): quarry
- Charcoal: see Carbon
- Citric acid (lemon or lime juice) (Uncommon; 1 gp/pt.): food store
- Clay (Common; 1 gp/lb.): artist/sculptor, brickmaker, potter
- Cloth (Everyday; 1-10 gp/yd.): clothmaker, sailmaker, spinner, tailor, weaver
- Club, oaken (Common; 1 gp/ea.): weapon shop, woodcarver
- Coal (Common; 1 gp/lb.): brickmaker, quarry, smith
- Cone, crystal or glass (Scarce; 10 gp/ea.): glassblower, jeweler
- Copper piece (Everyday; 1 cp/ea.): moneylender
- Copper wire, fine (Common; 1 gp/ft.): smith
- Corn extract (Common; 2 sp/lb.): alchemist, food dealer, herbalist
- Cricket, live (Uncommon; 1 gp/ea.): bait shop, gathering
- Crystal (Uncommon; 1-10 gp/ea.): glassblower, jeweler
- Dart (Common; 5 sp/ea.): weapon shop
- Demon ichor (Type I, Very Rare, 500 gp/oz.; Type II, Very Rare, 750 gp/oz.; Type III, Very Rare, 1000 gp/oz.): alchemist, magic shop
- Dirt (Everyday; free): gathering
- Dirt, graveyard (Common; 1 gp/oz.): graveyard, temple
- Down (Common; 1 sp/lb.): bowyer/ fletcher, farm
- Dragon bones (Rare; 500 gp/set): magic shop
- Drum, small (Uncommon; 10 gp/ea.): musical instrument shop
- Dung (Everyday; 1 gp/lb., packaged): stable
- Dust (Everyday; free): gathering
- Eagle eye (Rare; 20 gp/ea.): alchemist, magic shop
- Egg, rotten (Uncommon; 1 cp/ea.): farm, food dealer
- Eggshell (Common; 1 cp/ea.): farm, food dealer
- Elixir made from the juice of dried plums and the oil of 5-8 beans of a castor plant (Rare; 50 gp/oz.): alchemist
- Evergreen (Common; 1 sp/lb.): druid, lumber mill
- Eyelash, normal (Everyday; free): gathering
- Eyelash of basilisk, ki-rin, ogre mage, or other spell-using creature (Very Rare; 100 gp/ea.): alchemist, magic shop
- Fan (Common; 1-6 gp/ea.): clothing store, tailor
- Fat (Everyday; 1 cp/lb.): farm, food store, tavern
- Feather, wing / White / owl (Common/Uncommon; 1-6 gp/ea.): farm, gathering, tailor
- Feather, exotic (Scarce; 10-20 gp/ea.): clothing store, tailor
- Firefly, live (Uncommon; 1 sp/ea.): gathering
- Firefly, tail (Uncommon; 5 sp/ea.): magic shop
- Fleece (Common; 1 gp/lb.): farm, fuller, tailor, weaver
- Flesh, human7 (Rare; 50 gp/bit): alchemist,magic shop, physician
- Flint (Common; 10 sp/ea.): armorer, candle maker, smith, weapon maker
- Flower petal (Everyday; free): gathering
- Flour, white (Common; 1 sp/lb.): food store, miller
- Fool's Gold: see Iron Pyrite
- Fur (Common, 1-20 gp.skin): farm, fuller, furrier, tailor
- Garlic (Common, 5 cp/bud: food store, herbalist, tavern
- Gauze (Common, 1 sp/yd): physician, weaver
- Glass (Uncommon; 10 gp/sq. ft.): glassblower
- Glove (Common; 1-6 gp/pr.): leather-worker, tailor
- Glove, snakeskin (Scarce; 25 gp/pr.): tailor
- Gold (Uncommon; price varies by weight and workmanship, base value 1 gp/1 gp, wt.): goldsmith, jeweler, moneylender (See Coins for weights)
- Grain (Everyday; 1 sp/lb.): bakery, brewery, farm, food store, miller, stable, tavern
- Granite, dust or block (Common; 1 sp/oz.): mason, quarry
- Grasshopper hind legs (Uncommon; 5 sp/ea.): gathering, magic shop
- Gum arabic8 (Uncommon; 2 gp/oz.): alchemist, bakery, candy maker, physician
- Gut (Uncommon; 1 gp/yd.): butcher, musical instrument shop
- Hairs from a strong animal (Common; 1 cp/bunch): gathering, stable
- Hammer, war (Common; 1 gp/ea.): weapon maker
- Hawk eye (Scarce; 15 gp/ea.): alchemist, hawker, magic shop
- Heart of a hen (Uncommon; 1 sp/ea.): butcher, farm
- Herbs, various (Uncommon/Rare; 2-40 gp/oz.): alchemist, herbalist
- Herring scales, powdered (Uncommon; 2 gp/oz.): alchemist, fishmonger, herbalist
- Holly (Common; 5 sp/oz.): druid, gathering
- Honey /honeycomb (Everyday; 1 sp/pt.): alchemist, beekeeper, farm, food store
- Horn, carved (Uncommon; 1 gp/ea.): carver, stable
- Humus9 (Common; 1 cp/lb.): farm
- Ice or snow10 (Varies)
- Incense (Common; 1 gp/stick): candlemaker, perfumer, temple
- Ink, normal or lead-based (Uncommon; 10 gp/oz.): alchemist, paper/ink maker
- Iron, various shapes and sizes (Common; 1-6 gp/ea.): smith, weapon maker
- Iron pyrite (Uncommon; 5 gp/lb.): alchemist, magic shop
- Jade circlet (Rare; 5000 gp): jeweler
- Lampblack (Common; 3 cp/oz.): candlemaker, illuminator/scribe, painter, paper/ink maker
- Lard (Common; 2 cp/lb.): farm, food store, tavern
- Leaf (Everyday; free): gathering
- Leaf from poison ivy, oak, or sumac (Common; 1 sp/ea.): druid, gathering
- Leather loop (Common; 1-6 sp/ea.): leatherworker, tailor
- Leather blessed by cleric (Uncommon; 100 gp/ea.): leatherworker or tailor + cleric/temple
- Leek, crushed (Common; 5 cp/ea.): food store, tavern
- Licorice root, shaving (Scarce; 15 sp/oz.) : alchemist, food store, herbalist, physician,tavern
- Lime, powdered or crushed (Uncommon;1 gp/lb.): alchemist, quarry, stonemason
- Loam (Common; 1 gp/lb.): brickmaker,farm, foundry, quarry, smith
- Lodestone (Rare; 25 gp/ea.): astronomer/navigator, chandler, magic shop
- Magnets: see Lodestone
- Mandrake root (Scarce; 15 sp/ea.): alchemist,herbalist, physician
- Marble, polished (Uncommon; 1 gp/cu. in.): mason, quarry
- Marigold (Common; 1 cp/ea.): druid, flower shop, gathering
- Mercuric-nitric crystals (Rare; 50 gp/oz.): alchemist, physician
- Mercury11 (Scarce; 25 gp/oz.): alchemist, physician
- Metal bar: rod, nail (Common; 1-6 cp/ea.): barrelmaker, carpenter, smith, weapon maker
- Mica (Uncommon; 1 gp/cu. in.): mason, quarry
- Milkfat, solidified (Common; 5 sp/pt.): dairy, food store
- Mirror, silver (Uncommon; 20 gp/ea.): jeweler, silversmith
- Mistletoe, borrowed (Uncommon; 10 sp/sprig): gathering
- Mistletoe, greater (Scarce; as per Players Handbook)
- Mithral plate (Rare; 50 gp/1gp wt.): armorer, jeweler, smith, weapon maker
- Moonseed plant12 (Scarce; 5 gp/ea.): druid, flower shop, herbalist
- Mud (Everyday; free): gathering
- Mushroom spores (Rare; 50 gp/oz.): alchemist, herbalist, physician
- Nettle leaves, crushed (Uncommon; 10 gp/oz.): alchemist, druid, herbalist, physician
- Nitre: see Saltpeter
- Nut shells (Common; 1 sp/lb.): food store, gathering
- Octopus (giant) tentacle (Rare; 50 gp/ea.): fishmonger
- Oil (Common; 1 gp/flask): alchemist, candlemaker
- Oil, sweet / oil refined from hickory and walnuts (Uncommon; 5 gp/flask): alchemist, bakery
- Ointment of very rare mushroom powder, saffron and fat (Very Rare; 500 gp/oz.): alchemist, herbalist
- Ointment of oil, poppy dust, and pink orchid essence (Rare; 150 gp/oz.): alchemist, herbalist
- Paddle, wooden (Common; 1 sp/ea.): carpenter, woodcarver
- Parchment (Common; 10 sp/sheet): illuminator, paper/ink maker, scribe
- Peas, split dry (Common; 3 cp/lb.): food store
- Phosphorus (Uncommon; 5 gp/oz.): alchemist, glassblower, physician
- Pigments (Uncommon; 1-6 gp/oz.): alchemist, painter
- Pine /pine cone (Common; 1 cp/ea.): druid, gathering
- Pine tar (Common; 5 sp/pt.): alchemist, carpenter, painter, physician
- Pins, silver (Uncommon; 1 sp/ea.): jeweler, silversmith
- Pitch (Common; 5 sp/pt.): carpenter, painter, physician
- Plant, green (Everyday; free): gathering
- Plums, dried (Common; 2 cp/doz.): food store
- Pork rind (Common; 5 cp/lb.): butcher, food store, tavern
- Potion of heroism or superheroism (Rare; 500/700 gp/ea.): alchemist
- Prayer beads / Prayer wheel / Prayer book (Common; 1-100 gp/ea.): temple
- Prism, mineral (Uncommon; 5 gp/ea.): glassblower, jeweler
- Quicksilver: see Mercury
- Quartz, rock crystal, smoky quartz (Uncommon; 1-6 gp/ea.): glassblower, jeweler
- Raisin (Common; 3 cp/lb.): food store
- Ram's horn (Uncommon; 15 sp/ea.): farm
- Reed (Common; 1 cp/lb.): gathering, mill, weaver
- Resin (Common, 1 gp/oz. for ordinary sort; Uncommon, 5 gp/oz. for resin from camphor tree): alchemist, musical instrument shop, painter, paper/ink maker,
physician
- Rhubarb leaf, powdered (Uncommon; 5 sp/oz.): alchemist, herbalist
- Roc eye (Very Rare; 500 gp/ea.): alchemist, magic shop
- Rock (Everyday; free): gathering
- Rod of amber, crystal, or glass (Uncommon; 15 gp/ea.): glassblower, jeweler
- Rope (Common; 50 for 4 sp): expedition outfitter, ropemaker
- Rose petals (Common; 1 sp/ea. rose): flower shop
- Salt /Rock salt (Common; 1 gp/lb.): food store, herbalist
- Saltpeter (Uncommon; 1 gp/oz.): stable, quarry
- Sand, fine / colored (Uncommon; 1 gp/oz. ): clockmaker, gathering
- Scroll (Uncommon-Scarce; 10-60 gp/ea.): illuminator, paper/ink maker, scribe
- Seashell (Common; 1 sp/ea.): fishmonger, gathering, jeweler
- Sesame seeds (Uncommon; 2 gp/lb.): herbalist
- Shamrock leaf (Uncommon; 5 sp/ea.): druid, gathering
- Silk, various (Scarce; 50-300 gp/yd.): clothier, tailor, trader/importer, weaver
- Silver (Common; price varies by weight and workmanship): jeweler, silversmith
- Sinew from strong animal (Uncommon; 1 gp/ea.): alchemist, butcher
- Skunk cabbage leaves (Uncommon; 1 gp/cabbage): druid, gathering
- Slug (giant) digestive juice (Rare; 50 gp/flask) : alchemist
- Smoke (Everyday; free): any fire source
- Snake scales / skin / tongue (Scarce; 6-12 gp/ea.): alchemist, magic shop
- Snow: see Ice and snow
- Soot: see Lampblack
- Spectre, essence of (Very Rare; 750 gp/oz.): alchemist, magic shop
- Spell books: magic shop
- Spell books, travelling: magic shop
- Spheres of crystal, glass, or mineral (Uncommon; 5 gp/ea.): glassblower, jeweler
- Spider, live (Uncommon; 1 gp/ea.): gathering, magic shop
- Spider web (Everyday; 1 gp/web): alchemist, gathering, magic shop
- Squid (giant) tentacle (Rare; 50 gp/tentacle): fishmonger
- Squid secretion (Rare; 50 gp/flask): alchemist
- Stalactites (Scarce; 5 gp/ea.): gathering
- Steel (Uncommon; 10-60 gp/sq. yd.): smith
- Stone, small (Everyday; free): gathering
- Stone, square chip (Common; 1 cp/ea.): mason, quarry
- Straw (Common; 5 sp/bale): farm, stable
- String, piece (Everyday; 1 cp/yd:): clothing store, any craft shop, tailor, weaver
- Stylus (Uncommon; 1 gp/ea.): engraver, paper/ink maker, scribe/illuminator
- Sugar (Common; 1 gp/lb.): food store, herbalist, tavern
- Sulphur (Uncommon; 1 gp/oz.): alchemist, physician
- Sumac (Uncommon; 1 gp/oz.): druid, gathering
- Talc (Uncommon; 1 gp/oz.): alchemist, beauty shop
- Tallow (Common; 1 cp/lb.): candlemaker
- Tea, herb (Uncommon; 1-6 gp/lb.): herbalist
- Thread (Common; 1 sp/spool): clothing store, tailor
- Thorns (Common; 1 sp/lb.): druid, gathering
- Tort, minute (Common; 3sp/ea,): bakery
- Tortoise / Turtle shell (Common; 3 sp/ea.): fishmonger, jeweler
- Treacle (Common; 5 sp/qt.) : alchemist, food store, physician, tavern
- Twigs (Everyday; free): gathering
- Umber hulk blood (Very Rare; 750 gp/flask): alchemist
- Vampire dust (Very Rare; 1000 gp/oz.): alchemist, magic shop
- Vellum (Rare; 50 gp/sheet): paper/ink maker, scribe/illuminator
- Vermillion (Uncommon; 10 gp/oz.): alchemist, dyer, paper/ink maker
- Vestments, clerical (Uncommon; 100-600 gp/set): tailor, temple
- Vial (Common; 1 gp/ea.): alchemist, glassblower
- Vinegar (Common; 5 cp/qt.): food store, tavern, wine shop
- Water (Everyday; free) : gathering
- Wax (Common; 1 sp/lb.): candlemaker
- Whitewash (Common; 1 gp/gal.): painter
- Willow or other flexible wood (Common; 1 cp/yd.): carpenter, druid, gathering, lumber yard
- Wood, small piece (Everyday; free): gathering
- Wool (Common; 1 cp/oz. unwoven, 1-20 sp/yd. woven): farm, fuller, tailor, weaver
- Wytchwood13 (Uncommon; 5 gp/piece) : druid
- Yellow-tinted glass, crystal, or mica (Uncommon; 1-6 gp/ea.): glassblower, jeweler
Footnotes
1 - Alkaline salts are found in natural water and arid soils
2 - Amaryllis (Hypoxis) stalks are native southern Africa, and would be Uncommomn in that climate. They are also knows as "Belladonea Lilies"
3 - Bitumen is obtained by distillation from coal or petroleum, and is occasionally found naturally.
4 - Human blood is actually not rare, but because its indiscriminate gathering is likely to cause trouble with the local authorities, it is a troublesome substance to obtain.
5 - Bromine salts are obtained from seawater, and are only Uncommon in the vicinity of the ocean.
6 - Castor beans are native to tropical Africa and Asia and are Common in similar climates.
7 - Human flesh poses the same problems as Human Blood (see note 4). Both can be "gathered" by the spell caster, of course with caution paid to alignment issues.
8 - Gum arabic is a gum resin exuded by various African trees of the genus Acacia. Because it travels well, and has many uses, it is only Uncommon.
9 - Humus is found in compost heaps. It is not made from chick peas.
10 - Ice or snow is Common or Everyday in appropriate climates, and unavailable without magic in other climates.
11 - Mercury has been known since ancient times, but was thought to have uses only in alchemy and medicine. It is also known as quicksilver (q.v.).
12 - Moonseed plants are found in moderate, temperate, European climates.
13 - Wytchwood is also known as Wytch Elm or Witch Elm, and is found in temperate climates.
A party of adventurers that kills a black dragon, an umber hulk, a spectre, etc., might elect to take the blood, ichor, or essence back to civilization to sell to the local alchemist or magic shop. This is a good way for a resourceful party to make some extra money. The price an alchemist or magic shop will offer will only be half the sale price as listed in the table above. If very large quantities are offered for sale, the offering price will plummet to as low as one-tenth. Of course, if the group has sold several gallons of black dragon blood to an alchemist, the level of rarity in that area of the world will drop considerably.