D&D 5E NPC Spellcasting Services

Warunsun

First Post
Greetings.

I am doing some thinking about the benefits of certain affiliations I am writing up for my upcoming Free City of Greyhawk campaign. I am interested in what people have thought about NPC Spellcasting Services and how much to charge. I consider this a worthy Rank 1 benefit for an Affiliation/Faction.

One example is here: http://media.wizards.com/downloads/dnd/ADVLeague_PlayerGuide_TODv1_print.pdf
They charge 90 GP for remove curse and 450 GP for greater restoration. Anyone know how they came up with these prices or were they probably just gut choices? What are you going to be doing in your campaign? I imagine these things shouldn't come up too quickly in a game but I do want to have some idea to put down in my campaign packet for my players.

Thanks.
 

log in or register to remove this ad


Greetings.

I am doing some thinking about the benefits of certain affiliations I am writing up for my upcoming Free City of Greyhawk campaign. I am interested in what people have thought about NPC Spellcasting Services and how much to charge. I consider this a worthy Rank 1 benefit for an Affiliation/Faction.

One example is here: http://media.wizards.com/downloads/dnd/ADVLeague_PlayerGuide_TODv1_print.pdf
They charge 90 GP for remove curse and 450 GP for greater restoration. Anyone know how they came up with these prices or were they probably just gut choices? What are you going to be doing in your campaign? I imagine these things shouldn't come up too quickly in a game but I do want to have some idea to put down in my campaign packet for my players.

Thanks.

Square of the spell level multiplied by 10 gp plus DOUBLE of the consumed material cost plus 10% of nonconsumed material cost.
 

Square of the spell level multiplied by 10 gp plus DOUBLE of the consumed material cost plus 10% of nonconsumed material cost.

This seems to be correct.

I am pretty much using the table as is for major temples in my game. I might now add a list for wizard's guilds and the like at some point, or just work it out on the fly should the PC's ever seem interested.
 


Sorry for the short post previously.
I was looking at exactly this problem few hours earlier when preparing for an adventure, and deduced the formula by myself. It seems to have some logic and matched the AL document.
I was checking how much would a REVIVIFY cost in a temple, assuming the party would cast GENTLE REPOSE on the dead body before 1 minute limit is up. Result is 690gp, so about 50% savings compared to RAISE DEAD. If your party has a Cleric or Wizard on level 3 who can keep GENTLE REPOSE prepared, you can cut down on the raising costs.

Interesting question would be -- if you bring the 500gp/300gp diamond to the temple yourself, and they do not have to procure it, can you get rid of the 100% surcharge for the item? E.g. RAISE DEAD for 750gp and REVIVIFY for 390gp? Or Identify for 10gp...
 

Sorry for the short post previously.
I was looking at exactly this problem few hours earlier when preparing for an adventure, and deduced the formula by myself. It seems to have some logic and matched the AL document.
I was checking how much would a REVIVIFY cost in a temple, assuming the party would cast GENTLE REPOSE on the dead body before 1 minute limit is up. Result is 690gp, so about 50% savings compared to RAISE DEAD. If your party has a Cleric or Wizard on level 3 who can keep GENTLE REPOSE prepared, you can cut down on the raising costs.

Interesting question would be -- if you bring the 500gp/300gp diamond to the temple yourself, and they do not have to procure it, can you get rid of the 100% surcharge for the item? E.g. RAISE DEAD for 750gp and REVIVIFY for 390gp? Or Identify for 10gp...
I would certainly allow you to supply the material component in my campaign if you were dealing with a temple where at-least one of the player characters has some renown points. In that case I would waive a supply surcharge. If you are dealing with a temple where none of the player characters have any connections that would be different. Especially if it was a temple with a known monetization schemes like a temple of Zilchus. They would probably imply that their material components were personally approved by some higher up and better suited for the spell to work.
 

Knowing that Healing Potions are for sale at 50gp, I would probably just wing it with something like this:

Scroll Scribing: 50gp for/per 1st level spell, +50gp per spell level (per spell) over 1st. Getting a scroll(s) of 3 2nd level spells would be 100gp (50 x 2[nd level]) x 3 = 300 gp.

Casting Spells, directly: 100gp +50gp per spell level over 1st.

"Rituals": 100gp + double material cost + 50 gp per spell level being cast.

Any Necromancy: as per spell/scroll/ritual X [times] 3-10 (depending on the spell effect).

Prices are [can be] halved for clerics/temples of a deity that would benefit/espouse such pursuits, e.g. Going to a cleric/temple of a life/healing deity for healing or a knowledge/lore/history/magic deity for divinations/magical inspection, going to a death (or life, though not necessarily "healing") deity to return someone from the dead , etc...
 

The formula presents certain balancing requirements, for consistency's sake - for example Regeneration, a 7th level spell, would cost roughly 500 gp. Personally, I'd go with the price of Resurrection (7x7 = 490 + 2000 = 2490) for balance. Do you think it's a reasonable solution or too expensive?
 

Trending content

Remove ads

Top