This is to provide predictability, balance, and consistency between sessions where you may be playing under multiple different DMs throughout the 'campaign.' These are not Core Rules. Many of the rules that exist in Adventurer's League books exist to provide a 'standard' where one does not normally exist in the core rules. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale, or traversing a monster-infested wilderness to deliver something important to a distant settlement. Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. People who are able to cast spells don't fall into the category of ordinary hirelings. The only thing existing in the Core Rules is this: (So you can't just hire someone to cast Wish for you for 810gp.) RAW ![]() The only spells available for purchase in AL play are the ones explicitly listed in the guides. Additionally, the fact that players figured out this equation does not mean it can be applied to any spell in AL play. And, in mathematics, if you have discovered an equation that can reliably predict all the results you know you have: we call that an accurate equation.Īgain, just to be clear: The list of spellcasting service costs published by WotC is Adventurer's League content, not core rules. So, while this is not a "Rule" as laid down by WotC, it is an equation that can accurately predict the costs that they have cited for Adventurer's League play. Which, given the sample size, means the equation is most likely right. Every listed spell can have its cost computed with this equation. To my knowledge, there are no exceptions. Was derived by the player-base because it accurately matches every cited "Cost to have this spell cast" entry in the Guides. These are published by Wizards of the Coast, but only apply to Adventurer's League play. ![]() As you mentioned, there was the Tyranny of Dragons Player Guide.but there are also the following. The pricing model that you cited in your answer, is derived from the Adventurer's League guides. The Equation you cited is most likely accurate, but it only applies to Adventurer's League play. I'm interested on a RAW answer failing that, I'll take a RAI (Rules As Intended) instead. If it's RAW or RAI (Rules As Intended) or just House. Spell Service Cost = Square of the spell level, then multiplied by 10,Īdd double of the consumed material cost, add 10% of nonconsumedįound a related conversation for 2-4 on reddit. The number of spells available to be cast as a service is limited toĪ maximum of three per day total, unless otherwise noted.īased on that (I think) people have come up with the following In the Tyranny of Dragons Playtest Player Guide p.11 there was Might cost 10 to 50 gp (plus the cost of any expensive material Such as Cure Wounds or Identify, is easy enough in a city or town, and Hiring someone to cast a relatively common spell of 1st or 2nd level, There is no standard method described in the PHB, DMG, or even the ![]() My search has come up with the following: As the title suggests, I need to know how to compute the appropriate cost for spells that NPCs provide as services (components included) to the party.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |