Market price of XP?

I'm having trouble tracking down the cost charged when you hire someone to cast a spell for you that has an XP component. I imagine it'd be something like 25gp per 1 XP, but I don't know where the answer is. Help?

Edit: I've found the official answer, and found it lacking.
 
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You could work it out based on the cost of magic items. Making a magic item costs half its market price in materials plus 1/25 its market price in XP. If you don't charge anything for the labor and skill of the manufacturer, that puts the value of 1 XP at 12.5 gp. Personally I wouldn't sell a character's XP that cheaply, but there you go.
 


In 3.0, the table is in last part of the equipment section. It dpends on spell level:
Level 0 = 5 x caster level
1 = 10
2 = 20
3 = 30
4 = 40
5 = 50, etc.

If there's an XP cost, add 5gp/XP

PH114in 3.0
 

Well, over at Zemala's, you can purchase XP glands from food animals right next to the turkey gizzards. They work out to around 5 gp cost for each XP, but man, those glands are tasty. Try them sauteed.
 


Hmm. This is a problem, because I want to know how much to charge for a permanency spell to grant greater magic fang and other spells. As listed, with the current rules, if you had a 10th level sorcerer and a 20th level druid, to give a monk up to a +5 enhancement bonus to his attacks, it'd be 7,500gp for XP, plus 600gp for the greater magic fang spell, plus 500gp for the permancy spell. So 8,600gp for the equivalent of a 50,000gp +5 magic weapon. A bit cheap, isn't it?

I mostly wanted to start using permancy as a simple way to create magical traps, other strange magical effects, and even better, to allow odd magic bonuses, like enchanted tattoos and stuff.

Rather, if we charge 25gp per XP, we get a cost of 38,600gp. That seems like a fair trade for an item that you can't give to a buddy.

I'd rather lower the XP cost of spells you'd normally want to hire someone to cast for you, like commune.
 

And reduce Wish to just 1000 XP. Hell, I don't really even like XP costs. It's a pain to keep track of, and it hurts the caster for doing something that helps the party. Bad mechanic, in my mind.
 


With permanency you pay a heck of a lot less for the equivilent of a +5 weapon, but you also become vulnerable to dispel magic attempts. If you shell out the money for the weapon itself, then you are not as vulnerable to opposing spellcasters.

For enchanted tattoos you can either use the Craft Tattoo rules from the PsiHB, or simply treat them as unslotted wondrous items (several examples already exist such as the tattoos in Magic of Faerun). Relics and Rituals also has a Tattoo magic setup.
 

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