NPC Spellcasting Cost

Spell RequiredMinimum Cost
Astral spell5,000 gp per person
Atonement500 gp per level of the recipient
Augury300 gp
Bless5 per person per level of the caster
Charm person1,000 gp
Clairvoyance50 gp per level of caster
Commune1,000 gp plus 500 per question
Comprehend languages50 gp
Contact other plane5,000 gp + 1,000 per question
Continual light500 gp
Control weather10,000 gp
Cure blindness1,000 gp
Cure disease1,000 gp
Cure light wounds100 gp
Cure serious wounds350 gp
Cure critical wounds600 gp
Detect evil/good100 gp (assumes an item is being checked)
Detect magic150 gp (assumes an item is being checked)
Dispel evil/good1000 gp
Dispel magic100 gp per level of the caster
Divination1,000 gp
Earthquake10,000 gp
Enchant an Item20,000 gp plus other spells
ESP500 gp
Exorcise1,000 gp per level of the caster
Explosive runes1,000 gp
Find the path500 gp per level of the caster
Fire trap500 gp
Fools' gold100 gp
Gate50,000 gp
Glyph of warding100 gp per level of the caster
Heal200 gp per point of healing
Identify1,000 gp per item or function
Invisible stalker5,000 gp
Invisibility500 gp
Legend Lore1,000 gp
Limited wish20,000 gp **
Magic mouth300 gp
Mass charm5,000 gp
Neutralize poison1,000 gp
Permanency20,000 gp **
Plane shift4,000 gp
Prayer50 gp per level of the caster
Protection from evil50 gp per level of caster
Raise dead1,000 + 500 per level of recipient
Read magic200 gp
Regenerate20,000 gp
Reincarnation5,000
Remove curse500 gp per level of caster
Resist Fire100 gp per level of the caster
RessurrectionAt least 100,000 gp †
Restoration10,000 + 500 per level of recipient
Silence100 gp per level of the spell caster
Slow poison50 gp
Speak with dead100 gp per level of caster
Suggestion600 gp
Symbol1,000 gp per level of caster
Teleport2,000 gp per person
Tongues500 gp
True seeing5,000 gp
Wish50,000 gp **
Wizard lock50 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.)