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General Tabletop Discussion
*Dungeons & Dragons
Does your city have a cleric NPC and what can he cure?
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<blockquote data-quote="wingsandsword" data-source="post: 7954350" data-attributes="member: 14159"><p>I play and run D&D 3.5, so there are guidelines in the SRD and core books for how much to charge for spells.</p><p></p><p>For divine magic, I usually use the listed prices for spells as being the cost they'd charge random travelers who weren't part of their faith or congregation, with prices for members of their own congregation being about 10% of the listed price (except for any expensive material components, of course). They might charge 10 GP to cast Cure Light Wounds for a complete stranger that walks in and is obviously an affluent adventurer with magic items and lots of training. However, they might ask just 10 SP for a local that's a member of their parish, which is far more affordable to a typical 1st level commoner (about a day's wages, if you realize what a typical laborer makes under the Profession or Craft skills, with just 4 ranks and even without an ability score bonus or Skill Focus feats, they'll still make 7 GP a week taking 10)</p><p></p><p>If their parishioners outright can't afford the suggested donation, they'll help as they can and as daily spell slots permit.</p><p></p><p>I consider a local "parish priest" to be about a 5th level Cleric and a local "Bishop" (i.e. the head priest for a city or small region) to be at least 9th level. If you've got the money and components, you can get someone Raised in at least any small city, but it'll cost you.</p><p></p><p>Generally speaking, most good or neutral (and many Lawful Evil) Churches would cast healing or raise/resurrection spells to any passerby that came to them with money, as long as it clearly wasn't going to start trouble (like trying to Raise someone executed by the local government).</p><p></p><p>As for other spells, since in D&D 3.5, you have to have spellcasting to make alchemical items, I tend to assume most towns (other than the very smallest of hamlets) have at least one town alchemist, who is typically a low-level Wizard (or maybe a Sorcerer), and who sells alchemical items, and may sell a few potions or scrolls (not a lot of call for those, but they may have a few lying around or might be able to make them on request), and could cast common 1st, or maybe 2nd level arcane spells for hire, typically at the stock SRD prices (anyone who knows to ask for an <em>Identify </em>spell can afford it, in their minds).</p><p></p><p>If you go to a city, finding a wizard for hire won't be hard at all.</p><p></p><p>I liked how Forgotten Realms justified the commoditiziation of magic casting and items in D&D 3e, that the nation of Thay had given up on military conquest of Faerun and turned towards economic domination, and turned their extensive spellcasting towards providing for-profit spellcasting, with Thayan enclaves becoming a negotiated presence in major cities offering a wide variety of services (and in countries where more evil clerics would be frowned on, neutral clerics of Kossuth would provide divine spellcasting). Given all the high level spellcasters in the Realms, and Thay's constant failed attempts at conquest, switching to an economic instead of a military plan made sense. . .but my players would NEVER stop calling the Thayan Enclave you go to shop for items and spellcasting "Thay-mart"</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 7954350, member: 14159"] I play and run D&D 3.5, so there are guidelines in the SRD and core books for how much to charge for spells. For divine magic, I usually use the listed prices for spells as being the cost they'd charge random travelers who weren't part of their faith or congregation, with prices for members of their own congregation being about 10% of the listed price (except for any expensive material components, of course). They might charge 10 GP to cast Cure Light Wounds for a complete stranger that walks in and is obviously an affluent adventurer with magic items and lots of training. However, they might ask just 10 SP for a local that's a member of their parish, which is far more affordable to a typical 1st level commoner (about a day's wages, if you realize what a typical laborer makes under the Profession or Craft skills, with just 4 ranks and even without an ability score bonus or Skill Focus feats, they'll still make 7 GP a week taking 10) If their parishioners outright can't afford the suggested donation, they'll help as they can and as daily spell slots permit. I consider a local "parish priest" to be about a 5th level Cleric and a local "Bishop" (i.e. the head priest for a city or small region) to be at least 9th level. If you've got the money and components, you can get someone Raised in at least any small city, but it'll cost you. Generally speaking, most good or neutral (and many Lawful Evil) Churches would cast healing or raise/resurrection spells to any passerby that came to them with money, as long as it clearly wasn't going to start trouble (like trying to Raise someone executed by the local government). As for other spells, since in D&D 3.5, you have to have spellcasting to make alchemical items, I tend to assume most towns (other than the very smallest of hamlets) have at least one town alchemist, who is typically a low-level Wizard (or maybe a Sorcerer), and who sells alchemical items, and may sell a few potions or scrolls (not a lot of call for those, but they may have a few lying around or might be able to make them on request), and could cast common 1st, or maybe 2nd level arcane spells for hire, typically at the stock SRD prices (anyone who knows to ask for an [I]Identify [/I]spell can afford it, in their minds). If you go to a city, finding a wizard for hire won't be hard at all. I liked how Forgotten Realms justified the commoditiziation of magic casting and items in D&D 3e, that the nation of Thay had given up on military conquest of Faerun and turned towards economic domination, and turned their extensive spellcasting towards providing for-profit spellcasting, with Thayan enclaves becoming a negotiated presence in major cities offering a wide variety of services (and in countries where more evil clerics would be frowned on, neutral clerics of Kossuth would provide divine spellcasting). Given all the high level spellcasters in the Realms, and Thay's constant failed attempts at conquest, switching to an economic instead of a military plan made sense. . .but my players would NEVER stop calling the Thayan Enclave you go to shop for items and spellcasting "Thay-mart" [/QUOTE]
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Does your city have a cleric NPC and what can he cure?
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