Spell Required | Minimum Cost |
---|---|
Astral spell | 5,000 gp per person |
Atonement | 500 gp per level of the recipient |
Augury | 300 gp |
Bless | 5 per person per level of the caster |
Charm person | 1,000 gp |
Clairvoyance | 50 gp per level of caster |
Commune | 1,000 gp plus 500 per question |
Comprehend languages | 50 gp |
Contact other plane | 5,000 gp + 1,000 per question |
Continual light | 500 gp |
Control weather | 10,000 gp |
Cure blindness | 1,000 gp |
Cure disease | 1,000 gp |
Cure light wounds | 100 gp |
Cure serious wounds | 350 gp |
Cure critical wounds | 600 gp |
Detect evil/good | 100 gp (assumes an item is being checked) |
Detect magic | 150 gp (assumes an item is being checked) |
Dispel evil/good | 1000 gp |
Dispel magic | 100 gp per level of the caster |
Divination | 1,000 gp |
Earthquake | 10,000 gp |
Enchant an Item | 20,000 gp plus other spells |
ESP | 500 gp |
Exorcise | 1,000 gp per level of the caster |
Explosive runes | 1,000 gp |
Find the path | 500 gp per level of the caster |
Fire trap | 500 gp |
Fools' gold | 100 gp |
Gate | 50,000 gp |
Glyph of warding | 100 gp per level of the caster |
Heal | 200 gp per point of healing |
Identify | 1,000 gp per item or function |
Invisible stalker | 5,000 gp |
Invisibility | 500 gp |
Legend Lore | 1,000 gp |
Limited wish | 20,000 gp ** |
Magic mouth | 300 gp |
Mass charm | 5,000 gp |
Neutralize poison | 1,000 gp |
Permanency | 20,000 gp ** |
Plane shift | 4,000 gp |
Prayer | 50 gp per level of the caster |
Protection from evil | 50 gp per level of caster |
Raise dead | 1,000 + 500 per level of recipient |
Read magic | 200 gp |
Regenerate | 20,000 gp |
Reincarnation | 5,000 |
Remove curse | 500 gp per level of caster |
Resist Fire | 100 gp per level of the caster |
Ressurrection | At least 100,000 gp † |
Restoration | 10,000 + 500 per level of recipient |
Silence | 100 gp per level of the spell caster |
Slow poison | 50 gp |
Speak with dead | 100 gp per level of caster |
Suggestion | 600 gp |
Symbol | 1,000 gp per level of caster |
Teleport | 2,000 gp per person |
Tongues | 500 gp |
True seeing | 5,000 gp |
Wish | 50,000 gp ** |
Wizard lock | 50 gp per level of caster |
** Some exceptional service will also be required of the player character. | |
† This spell will be cast only in exceptional circumstances, as it costs the caster three years of their own lives — a price most will be very reluctant to pay. |
Prices can be adjusted for faithful, loyal, lower level characters. Likewise, they can be upped a bit for those who are not regular attendees of clerical services, or who have no personal relationship with the spell-caster. If the caster is expected to travel any distance, but not at risk, factors will be as much as doubled. If at any risk, the cleric or wizard is likely to refuse or charge five or more times the rates shown.
Attack spells are not shown in order to discourage hiring of spell casters for such purposes. As a general rule, no specially hired spell caster will ever accompany a party on an adventure of any sort, except in circumstances planned and directed by the Dungeon Master.
When non-cleric spell casters are hired, they will likewise consider alignment and personal risk in setting fees. Whether casting spells or using a magical device supplied to them by the party, there will always be a substantial charge. Should any of good, particularly lawful good, alignment complain, note that "the worker is worthy of his hire" and similar Scriptural quotes might be called for in order to silence complaints. If death results due to payment failure, point out that the player has "gone to his (or her) reward" — how can that be bad? In the event that the cleric would actually further the cause of the deity and alignment by doing the service, payment can be deferred until the party has the wherewithal to do so; however, this deferral will certainly adjust the fee upwards, or possibly require a normal fee and special service from the party in addition.
To forestall the charming of spell casters in order to get them to perform services of this nature, note that such characters will always be 25% likely to cast a spell as close as possible to the opposite of that he or she is instructed to cast. This is due to the befuddled state of mind and the psychic duress of the charm spell operating on the individual's mind.
It is also worth mentioning that NPC spell casters are NOT going to take continual interruptions too kindly, even if the party so doing is of the same faith and alignment and pays well. At some point the spell caster will get fed up with it and begin raising rates. (The players should not rely upon those outside their group to keep their members viable. They must learn self-reliance or else pay the price one way or another.)