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How much should it cost to use a permanent teleportation circle?
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<blockquote data-quote="Greenwheat" data-source="post: 9238695" data-attributes="member: 7042331"><p>If you use the implied AL formula for spellcasting services to determine the cost to establish the circle, it comes out to 127,750 gp to establish the circle. You can argue whether that's a good formula, or whether it's right for any given setting, but the idea isn't terrible - if you had to contract in a wizard to cast <em>teleportation circle</em> every day for a year, that's roughly what you'd pay.</p><p></p><p>Based just on that, you'd need to charge 35 gp/day to recoup the initial investment. If you want a return on that investment, then that goes up. Of course, the Wizarding Guild wants a return too, so the effective cost probably goes up. Rough estimate, nearer 45 gp/day to get the costs back over 10 years, if you assume alternative investments have about a 5% return.</p><p></p><p>Add to that your other costs. You'll need to pay whoever's collecting the tolls. Pay for the space where the circle is located, or allow for the money you might have made if you'd used it some other way.</p><p></p><p>Given the way the spell is written, I think your permanent teleportation circle gives you two revenue streams:</p><ul> <li data-xf-list-type="ul">Circle A to Circle B, in which case you presumably need to cover the cost of the circles at both ends. I'd guess you're looking at at least 100 gp/day now. Seems steep, but then it is instant point-to-point transport and presumably demand will be high. You can secure both ends, so it's largely academic whether you charge for arrival or departure.</li> <li data-xf-list-type="ul">Point X to Circle A, in which case the person at Point X needs to be able to cast <em>teleportation circle</em> or <em>teleport</em>, or have someone on hand to cast it, at a cost of 350 gp or 490 gp respectively. You can't stop these people from coming in, so you have to either charge them on arrival or let them arrive for free. It's fairly likely they've got a reasonably high-level (at least 9th, possibly 13th) caster with them, so if you're going to try and charge them, you'd better have a robust plan for non-payment.</li> </ul><p>Case 1 does suggest the possibility of having Teleportation Stations, where you jump into a portal someplace and arrive someplace else. Charging for departure just seems more practical - it's how planes and trains work IRL, after all. And there's probably a big Teleportation Hub somewhere. Or several somewheres, if different organisations are competing over the teleportation market.</p></blockquote><p></p>
[QUOTE="Greenwheat, post: 9238695, member: 7042331"] If you use the implied AL formula for spellcasting services to determine the cost to establish the circle, it comes out to 127,750 gp to establish the circle. You can argue whether that's a good formula, or whether it's right for any given setting, but the idea isn't terrible - if you had to contract in a wizard to cast [I]teleportation circle[/I] every day for a year, that's roughly what you'd pay. Based just on that, you'd need to charge 35 gp/day to recoup the initial investment. If you want a return on that investment, then that goes up. Of course, the Wizarding Guild wants a return too, so the effective cost probably goes up. Rough estimate, nearer 45 gp/day to get the costs back over 10 years, if you assume alternative investments have about a 5% return. Add to that your other costs. You'll need to pay whoever's collecting the tolls. Pay for the space where the circle is located, or allow for the money you might have made if you'd used it some other way. Given the way the spell is written, I think your permanent teleportation circle gives you two revenue streams: [LIST] [*]Circle A to Circle B, in which case you presumably need to cover the cost of the circles at both ends. I'd guess you're looking at at least 100 gp/day now. Seems steep, but then it is instant point-to-point transport and presumably demand will be high. You can secure both ends, so it's largely academic whether you charge for arrival or departure. [*]Point X to Circle A, in which case the person at Point X needs to be able to cast [I]teleportation circle[/I] or [I]teleport[/I], or have someone on hand to cast it, at a cost of 350 gp or 490 gp respectively. You can't stop these people from coming in, so you have to either charge them on arrival or let them arrive for free. It's fairly likely they've got a reasonably high-level (at least 9th, possibly 13th) caster with them, so if you're going to try and charge them, you'd better have a robust plan for non-payment. [/LIST] Case 1 does suggest the possibility of having Teleportation Stations, where you jump into a portal someplace and arrive someplace else. Charging for departure just seems more practical - it's how planes and trains work IRL, after all. And there's probably a big Teleportation Hub somewhere. Or several somewheres, if different organisations are competing over the teleportation market. [/QUOTE]
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