Secret Lesson 68
Lifestyle Expenses, Food, Drink, Lodging, Hirelings, Messengers, and Spellcasting Services
In the previous lessons, we learned how adventurers can buy:
WEAPONS
ARMOR
TOOLS
ADVENTURING GEAR
MOUNTS
and:
VEHICLES
But adventurers don't only spend money when they purchase:
PERMANENT EQUIPMENT
Characters also need to pay for:
FOOD
LODGING
DAILY NECESSITIES
WORKERS
PROFESSIONAL SERVICES
MESSENGERS
and sometimes:
MAGIC
The SRD 5.2.1 handles these expenses through four important systems:
LIFESTYLE EXPENSES
FOOD, DRINK, AND LODGING
HIRELINGS
and:
SPELLCASTING SERVICES
Together, they form the everyday economic side of:
ADVENTURING LIFE
PART ONE — WHAT ARE LIFESTYLE EXPENSES?
Lifestyle Expenses summarize the ordinary cost of:
LIVING IN THE FANTASY WORLD
They cover things such as:
LODGING
FOOD
EQUIPMENT MAINTENANCE
and:
OTHER NECESSITIES
Instead of calculating every meal, every bed, and every ordinary expense separately, a character can maintain:
A LIFESTYLE
PART TWO — WHEN DO YOU CHOOSE A LIFESTYLE?
At the start of each:
WEEK
or:
MONTH
the GM chooses which accounting period the game uses.
Then you select one of the available lifestyles and pay the price required to:
SUSTAIN IT
The seven lifestyles are:
WRETCHED
SQUALID
POOR
MODEST
COMFORTABLE
WEALTHY
and:
ARISTOCRATIC
PART THREE — COMPLETE LIFESTYLE TABLE
| Lifestyle | Cost per Day |
|---|---|
| Wretched | Free |
| Squalid | 1 SP |
| Poor | 2 SP |
| Modest | 1 GP |
| Comfortable | 2 GP |
| Wealthy | 4 GP |
| Aristocratic | 10 GP |
PART FOUR — LIFESTYLES HAVE NO AUTOMATIC GAME EFFECT
This is extremely important.
The SRD says:
LIFESTYLES HAVE NO INHERENT CONSEQUENCES
That means choosing:
WEALTHY
doesn't automatically give you:
ADVANTAGE
BONUS HIT POINTS
EXTRA PROFICIENCIES
or:
A CHARISMA BONUS
Likewise, choosing:
SQUALID
doesn't automatically impose:
DISADVANTAGE ON EVERYTHING
HOWEVER
The GM may take a lifestyle into account when determining:
RISKS
or:
HOW OTHER PEOPLE PERCEIVE YOUR CHARACTER
So lifestyle can influence:
THE FICTION
without creating a universal automatic modifier.
PART FIVE — WRETCHED
Cost:
FREE
A Wretched character survives through:
CHANCE
and:
CHARITY
The SRD notes that such a character is often exposed to:
NATURAL DANGERS
because they frequently sleep:
OUTSIDE
IMPORTANT
This doesn't mean:
"WRETCHED = AUTOMATIC DAMAGE EVERY DAY"
The SRD describes increased exposure to danger.
Any actual consequence depends on:
THE SITUATION
and:
THE GM
PART SIX — SQUALID
Cost:
1 SP PER DAY
You spend:
THE BARE MINIMUM
on your necessities.
The SRD notes that you might be exposed to:
UNHEALTHY CONDITIONS
and:
OPPORTUNISTIC CRIMINALS
AGAIN
These are not automatic:
DISEASE ROLLS
or:
RANDOM ATTACKS
built into the lifestyle price.
They are circumstances the GM:
MIGHT CONSIDER
PART SEVEN — POOR
Cost:
2 SP PER DAY
You live:
FRUGALLY
and pay for your necessities at that level.
PART EIGHT — MODEST
Cost:
1 GP PER DAY
A Modest lifestyle means you support yourself at:
AN AVERAGE LEVEL
This is the middle point between:
FRUGAL LIVING
and:
MORE COMFORTABLE LUXURY
PART NINE — COMFORTABLE
Cost:
2 GP PER DAY
You spend modestly on necessities and enjoy:
A FEW LUXURIES
PART TEN — WEALTHY
Cost:
4 GP PER DAY
You are accustomed to:
THE FINER THINGS
and might have:
SERVANTS
IMPORTANT
The word is:
MIGHT
The lifestyle doesn't create a universal rule saying:
"GAIN X SERVANTS AUTOMATICALLY"
If actual servants are mechanically important, the GM can use:
HIRELING RULES
or the campaign situation as appropriate.
PART ELEVEN — ARISTOCRATIC
Cost:
10 GP PER DAY
You pay for:
THE BEST
and might maintain:
A STAFF
that supports your lifestyle.
The SRD also notes that other people can:
NOTICE YOUR WEALTH
and may encourage you to share it:
LEGALLY
or:
OTHERWISE
AGAIN
That is narrative guidance.
Aristocratic lifestyle does not automatically mean:
YOU ARE A NOBLE
YOU GAIN A TITLE
or:
YOU HAVE POLITICAL AUTHORITY
Those would require:
OTHER RULES OR STORY CIRCUMSTANCES
PART TWELVE — WEEKLY LIFESTYLE COSTS
Because the listed values are:
PER DAY
we can calculate the cost of seven days.
| Lifestyle | Daily | 7 Days |
|---|---|---|
| Wretched | Free | Free |
| Squalid | 1 SP | 7 SP |
| Poor | 2 SP | 14 SP |
| Modest | 1 GP | 7 GP |
| Comfortable | 2 GP | 14 GP |
| Wealthy | 4 GP | 28 GP |
| Aristocratic | 10 GP | 70 GP |
These weekly totals are:
ARITHMETIC DERIVED FROM THE SRD DAILY PRICES
PART THIRTEEN — POOR WEEKLY EXAMPLE
Poor:
2 SP PER DAY
Seven days:
2 × 7 =
14 SP
From Lesson 60:
10 SP =
1 GP
So:
14 SP =
1 GP + 4 SP
PART FOURTEEN — MONTHLY COSTS
The SRD gives:
DAILY PRICES
but does not define in this section one universal number of days that every campaign's:
MONTH
must contain.
Therefore, if the GM uses monthly accounting:
DAILY COST × NUMBER OF DAYS IN THAT CAMPAIGN MONTH
is the practical calculation.
EXAMPLE
If a particular campaign month has:
30 DAYS
a Modest lifestyle would cost:
30 × 1 GP =
30 GP
That 30-day month is:
AN EXAMPLE
not a new universal SRD calendar rule.
PART FIFTEEN — LIFESTYLE ALREADY INCLUDES DAILY LODGING AND MEALS
This prevents:
DOUBLE CHARGING
The Food, Drink, and Lodging section explicitly states that prices for:
DAILY LODGING
and:
MEALS
are already included in:
YOUR LIFESTYLE EXPENSES
EXAMPLE
You are paying:
1 GP PER DAY
for a Modest lifestyle.
You do not automatically also pay:
MODEST INN + MODEST MEALS
every day on top of that lifestyle merely because those prices appear in another table.
The lifestyle is intended to summarize:
THOSE NORMAL DAILY EXPENSES
PART SIXTEEN — WHY THE INDIVIDUAL PRICES EXIST
Sometimes you're not maintaining a complete lifestyle.
Perhaps you simply need:
ONE NIGHT AT AN INN
ONE MEAL
A BOTTLE OF WINE
or:
A LOAF OF BREAD
The Food, Drink, and Lodging table provides prices for those:
INDIVIDUAL PURCHASES
PART SEVENTEEN — BASIC FOOD AND DRINK
The SRD lists:
ALE — MUG
Cost:
4 CP
BREAD — LOAF
Cost:
2 CP
CHEESE — WEDGE
Cost:
1 SP
PART EIGHTEEN — SIMPLE TAVERN EXAMPLE
An adventurer buys:
Two mugs of Ale:
2 × 4 CP =
8 CP
One loaf of Bread:
2 CP
One wedge of Cheese:
1 SP
Remember:
1 SP = 10 CP
So total value:
8 + 2 + 10 =
20 CP
Equivalent:
2 SP
PART NINETEEN — INN STAYS
The table gives the cost of:
ONE NIGHT'S LODGING
at several quality levels.
| Inn Stay | Cost per Day |
|---|---|
| Squalid | 7 CP |
| Poor | 1 SP |
| Modest | 5 SP |
| Comfortable | 8 SP |
| Wealthy | 2 GP |
| Aristocratic | 4 GP |
IMPORTANT
There is no:
WRETCHED INN STAY
entry in the table.
Do not invent one.
Wretched Lifestyle itself is:
FREE
but that doesn't mean an inn provides a free:
WRETCHED ROOM
PART TWENTY — SQUALID INN
Cost:
7 CP PER NIGHT
PART TWENTY-ONE — POOR INN
Cost:
1 SP PER NIGHT
Equivalent:
10 CP
PART TWENTY-TWO — MODEST INN
Cost:
5 SP PER NIGHT
Equivalent:
HALF A GOLD PIECE
PART TWENTY-THREE — COMFORTABLE INN
Cost:
8 SP PER NIGHT
PART TWENTY-FOUR — WEALTHY INN
Cost:
2 GP PER NIGHT
PART TWENTY-FIVE — ARISTOCRATIC INN
Cost:
4 GP PER NIGHT
PART TWENTY-SIX — INN COST EXAMPLE
Four adventurers stay at a:
MODEST INN
for:
3 NIGHTS
Assuming each pays the listed individual lodging price:
5 SP × 4 adventurers × 3 nights =
60 SP
Since:
10 SP = 1 GP
Total:
6 GP
PART TWENTY-SEVEN — MEALS
The SRD also provides:
INDIVIDUAL MEAL PRICES
| Meal | Cost |
|---|---|
| Squalid | 1 CP |
| Poor | 2 CP |
| Modest | 1 SP |
| Comfortable | 2 SP |
| Wealthy | 3 SP |
| Aristocratic | 6 SP |
PART TWENTY-EIGHT — SQUALID MEAL
Cost:
1 CP
PART TWENTY-NINE — POOR MEAL
Cost:
2 CP
PART THIRTY — MODEST MEAL
Cost:
1 SP
PART THIRTY-ONE — COMFORTABLE MEAL
Cost:
2 SP
PART THIRTY-TWO — WEALTHY MEAL
Cost:
3 SP
PART THIRTY-THREE — ARISTOCRATIC MEAL
Cost:
6 SP
PART THIRTY-FOUR — FOOD DOESN'T AUTOMATICALLY GIVE MECHANICAL BONUSES
The table provides:
PRICES
It doesn't say an Aristocratic meal gives:
TEMPORARY HIT POINTS
or:
ADVANTAGE
or:
A SAVING THROW BONUS
Likewise, a Squalid meal doesn't automatically impose:
POISONED
or:
EXHAUSTION
Use only the rules that actually apply.
PART THIRTY-FIVE — WINE
The SRD lists two wine categories.
COMMON WINE — BOTTLE
Cost:
2 SP
FINE WINE — BOTTLE
Cost:
10 GP
PRICE DIFFERENCE
Fine Wine:
10 GP
Common Wine:
2 SP
Convert 10 GP:
100 SP
So Fine Wine costs:
100 ÷ 2 =
50 TIMES
as much as Common Wine.
That is a:
MATHEMATICAL COMPARISON
of the listed prices.
PART THIRTY-SIX — COMPLETE FOOD, DRINK, AND LODGING REFERENCE
BASIC FOOD AND DRINK
| Item | Cost |
|---|---|
| Ale, mug | 4 CP |
| Bread, loaf | 2 CP |
| Cheese, wedge | 1 SP |
| Common Wine, bottle | 2 SP |
| Fine Wine, bottle | 10 GP |
INN STAY
| Quality | Cost |
|---|---|
| Squalid | 7 CP |
| Poor | 1 SP |
| Modest | 5 SP |
| Comfortable | 8 SP |
| Wealthy | 2 GP |
| Aristocratic | 4 GP |
MEAL
| Quality | Cost |
|---|---|
| Squalid | 1 CP |
| Poor | 2 CP |
| Modest | 1 SP |
| Comfortable | 2 SP |
| Wealthy | 3 SP |
| Aristocratic | 6 SP |
PART THIRTY-SEVEN — HIRELINGS
Adventurers don't have to perform:
EVERY TASK PERSONALLY
They can hire people to:
WORK
CARRY
WRITE
FIGHT
BUILD
or:
PERFORM SPECIALIZED SERVICES
The SRD divides hirelings into:
SKILLED
and:
UNTRAINED
It also provides a separate price for:
MESSENGERS
PART THIRTY-EIGHT — SKILLED HIRELINGS
A Skilled Hireling performs a service involving:
A PROFICIENCY
The SRD explicitly includes proficiency with:
A WEAPON
A TOOL
or:
A SKILL
Examples include:
MERCENARIES
ARTISANS
SCRIBES
and similar workers.
PAY
Minimum:
2 GP PER DAY
IMPORTANT WORD
MINIMUM
The SRD states that some:
EXPERT HIRELINGS
require:
MORE PAY
So 2 GP isn't:
THE MAXIMUM POSSIBLE WAGE
It is the listed:
MINIMUM
PART THIRTY-NINE — SKILLED HIRELING EXAMPLE
You hire:
A SCRIBE
for:
5 DAYS
Minimum listed wage:
5 × 2 GP =
10 GP
If the scribe is an exceptional expert, the GM may determine a:
HIGHER PRICE
because the SRD expressly allows experts to require more.
PART FORTY — UNTRAINED HIRELINGS
Untrained Hirelings perform work that requires:
NO PARTICULAR PROFICIENCY
The SRD gives examples such as:
LABORERS
and:
PORTERS
PAY
2 SP PER DAY
PART FORTY-ONE — UNTRAINED HIRELING EXAMPLE
You hire:
FIVE PORTERS
for:
FOUR DAYS
Each costs:
2 SP PER DAY
Calculation:
5 × 4 × 2 SP =
40 SP
Convert:
40 SP =
4 GP
PART FORTY-TWO — SKILLED VERSUS UNTRAINED COST
Skilled:
2 GP/DAY
Untrained:
2 SP/DAY
Since:
1 GP = 10 SP
2 GP =
20 SP
Therefore one Skilled Hireling's minimum daily wage is:
TEN TIMES
the Untrained Hireling daily wage.
PART FORTY-THREE — WHAT MAKES A HIRELING SKILLED?
The distinction isn't based on whether the job seems:
DIFFICULT
The SRD's actual distinction is whether the service involves:
A PROFICIENCY
including:
WEAPON
TOOL
or:
SKILL
EXAMPLE
A professional artisan using:
SMITH'S TOOLS
is performing work involving:
TOOL PROFICIENCY
So they are:
SKILLED
A PORTER
carrying ordinary baggage without requiring a particular proficiency is an example of:
UNTRAINED
PART FORTY-FOUR — HIRING MERCENARIES
A Mercenary is explicitly given as an example of:
A SKILLED HIRELING
because military service can involve:
WEAPON PROFICIENCY
The minimum pay is therefore:
2 GP PER DAY
under the Hirelings table.
IMPORTANT
Hiring a mercenary does not automatically give you:
A SPECIFIC MONSTER STAT BLOCK
A PARTICULAR LEVEL
A CERTAIN ARMOR
or:
GUARANTEED LOYALTY
The Hirelings section establishes:
TYPE OF SERVICE
and:
MINIMUM PAY
Other details depend on:
THE NPC
and:
THE GM
PART FORTY-FIVE — HIRING ARTISANS
Suppose the party needs:
A BLACKSMITH
A person providing skilled Smith's Tools work qualifies as:
SKILLED HIRELING
Minimum:
2 GP/DAY
This can matter when the party needs labor they don't possess themselves.
PART FORTY-SIX — HIRELINGS AND SHIPS
In Lesson 67, we learned that ships larger than:
KEELBOATS
and:
ROWBOATS
need crews of:
SKILLED HIRELINGS
to function.
That allows us to calculate the:
MINIMUM DAILY CREW PAY
for those vessels.
PART FORTY-SEVEN — AIRSHIP CREW COST
Airship minimum crew:
10
Skilled Hireling minimum wage:
2 GP/DAY
Minimum crew wages:
10 × 2 =
20 GP PER DAY
PART FORTY-EIGHT — GALLEY CREW COST
Galley crew:
80
80 × 2 GP =
160 GP PER DAY
minimum.
PART FORTY-NINE — LONGSHIP CREW COST
Crew:
40
40 × 2 =
80 GP PER DAY
minimum.
PART FIFTY — SAILING SHIP CREW COST
Crew:
20
20 × 2 =
40 GP PER DAY
minimum.
PART FIFTY-ONE — WARSHIP CREW COST
Crew:
60
60 × 2 =
120 GP PER DAY
minimum.
IMPORTANT
These figures are:
DERIVED FROM TWO SRD RULES
The vehicle table gives:
MINIMUM CREW
The Hireling table gives:
MINIMUM SKILLED-HIRELING PAY
Actual campaign costs can be higher if:
EXPERT HIRELINGS
require additional pay.
PART FIFTY-TWO — MESSENGERS
A Messenger costs:
2 CP PER MILE
Unlike other Hirelings, the cost isn't given:
PER DAY
It is based on:
DISTANCE
EXAMPLE
Message must travel:
25 MILES
Cost:
25 × 2 CP =
50 CP
From Lesson 60:
100 CP = 1 GP
So:
50 CP =
5 SP
PART FIFTY-THREE — LONGER MESSAGE EXAMPLE
Distance:
120 MILES
Cost:
120 × 2 CP =
240 CP
Convert:
200 CP =
2 GP
40 CP =
4 SP
Total:
2 GP 4 SP
PART FIFTY-FOUR — MESSENGER COST DOESN'T AUTOMATICALLY DEFINE DELIVERY TIME
The Hirelings table tells us:
COST PER MILE
It doesn't provide in this entry:
A UNIVERSAL MESSAGE DELIVERY SPEED
So don't invent:
"2 CP = 1 MILE PER HOUR"
or any other relationship.
Travel time depends on:
THE ACTUAL TRAVEL SITUATION
and applicable travel rules.
PART FIFTY-FIVE — COMPLETE HIRELING TABLE
| Service | Cost |
|---|---|
| Skilled Hireling | 2 GP per day |
| Untrained Hireling | 2 SP per day |
| Messenger | 2 CP per mile |
PART FIFTY-SIX — SPELLCASTING SERVICES
Now we reach the most extraordinary everyday service:
HIRING SOMEONE TO CAST A SPELL
The SRD says:
MOST SETTLEMENTS
contain individuals willing to cast spells:
IN EXCHANGE FOR PAYMENT
The higher the spell's level:
THE HARDER IT IS TO FIND SOMEONE
capable and willing to cast it.
PART FIFTY-SEVEN — SPELLCASTING IS A SERVICE
This table represents:
SOMEONE CASTING A SPELL FOR YOU
It is not the same as:
BUYING A SPELL SCROLL
or:
LEARNING THE SPELL
or:
GAINING SPELLCASTING
The service means:
AN NPC CASTS THE SPELL
for the listed payment, subject to availability.
PART FIFTY-EIGHT — COMPLETE SPELLCASTING SERVICES TABLE
| Spell Level | Availability | Cost |
|---|---|---|
| Cantrip | Village, town, or city | 30 GP |
| Level 1 | Village, town, or city | 50 GP |
| Level 2 | Village, town, or city | 200 GP |
| Level 3 | Town or city only | 300 GP |
| Levels 4–5 | Town or city only | 2,000 GP |
| Levels 6–8 | City only | 20,000 GP |
| Level 9 | City only | 100,000 GP |
PART FIFTY-NINE — CANTRIP SERVICE
Spell level:
CANTRIP
Availability:
VILLAGE
TOWN
or:
CITY
Cost:
30 GP
IMPORTANT
Cantrips are normally spells that many spellcasters can cast repeatedly through their own features.
But when you are:
BUYING A SPELLCASTING SERVICE
the SRD's price is:
30 GP
PART SIXTY — LEVEL 1 SPELL SERVICE
Availability:
VILLAGE
TOWN
or:
CITY
Cost:
50 GP
PART SIXTY-ONE — LEVEL 2 SPELL SERVICE
Availability:
VILLAGE
TOWN
or:
CITY
Cost:
200 GP
PART SIXTY-TWO — LEVEL 3 SPELL SERVICE
Availability:
TOWN
or:
CITY ONLY
Cost:
300 GP
This is the first level where:
VILLAGE
drops out of the table.
PART SIXTY-THREE — LEVEL 4–5 SPELL SERVICES
Availability:
TOWN OR CITY ONLY
Cost:
2,000 GP
Notice:
LEVEL 4
and:
LEVEL 5
use the same listed service price.
PART SIXTY-FOUR — LEVEL 6–8 SPELL SERVICES
Availability:
CITY ONLY
Cost:
20,000 GP
This covers:
LEVEL 6
LEVEL 7
and:
LEVEL 8
with one shared service price.
PART SIXTY-FIVE — LEVEL 9 SPELL SERVICE
Availability:
CITY ONLY
Cost:
100,000 GP
This is the highest spell level in the game.
Accordingly, its listed service cost is:
EXTREMELY HIGH
PART SIXTY-SIX — AVAILABILITY BY SETTLEMENT
A useful way to remember the table is:
VILLAGE
Cantrip.
Level 1.
Level 2.
TOWN
Cantrip.
Levels:
1–5
CITY
Cantrip.
Levels:
1–9
IMPORTANT
The SRD begins this rule with:
MOST SETTLEMENTS
not:
EVERY SETTLEMENT WITHOUT EXCEPTION
So don't treat the table as a guarantee that:
EVERY VILLAGE HAS EVERY POSSIBLE LEVEL 2 SPELL
or that:
EVERY CITY AUTOMATICALLY HAS EVERY LEVEL 9 SPELL
The table establishes general:
LEVEL AVAILABILITY
while the actual settlement and desired service remain part of:
THE GAME WORLD
PART SIXTY-SEVEN — EXPENSIVE SPELL COMPONENTS
The listed service cost is not always:
THE FINAL PRICE
If the spell has:
EXPENSIVE COMPONENTS
you add:
THE COST OF THOSE COMPONENTS
to:
THE SPELLCASTING SERVICE PRICE
FORMULA
TOTAL SERVICE COST = TABLE PRICE + EXPENSIVE COMPONENT COSTS
PART SIXTY-EIGHT — COMPONENT EXAMPLE
Suppose you want a:
LEVEL 3 SPELL
Service price:
300 GP
Suppose that spell requires expensive components costing:
100 GP
Total:
300 + 100 =
400 GP
IMPORTANT
The:
100 GP
component cost is not included automatically in the:
300 GP
service price.
It is:
ADDED
PART SIXTY-NINE — HIGH-LEVEL COMPONENT EXAMPLE
Level 5 spell service:
2,000 GP
Expensive Material component:
500 GP
Total:
2,000 + 500 =
2,500 GP
PART SEVENTY — DON'T ADD COMPONENT COSTS WHEN THERE ARE NONE
If the desired spell has no:
EXPENSIVE COMPONENT
then the listed table price remains:
THE SERVICE PRICE
under this rule.
PART SEVENTY-ONE — SPELLCASTING SERVICE DOES NOT GIVE YOU THE SPELL
Suppose a Fighter pays:
50 GP
for someone to cast a level 1 spell.
The Fighter does not now:
KNOW THAT SPELL
The Fighter doesn't gain:
A SPELL SLOT
The Fighter doesn't add it to:
A SPELL LIST
The service is:
THE SPELL BEING CAST FOR YOU
PART SEVENTY-TWO — SPELLCASTING SERVICE DOES NOT CREATE A MAGIC ITEM
Likewise:
PAYING FOR A SPELLCASTING SERVICE
isn't the same thing as buying:
A POTION
SPELL SCROLL
or:
WAND
Magic items have:
SEPARATE RULES
PART SEVENTY-THREE — SPELLCASTING SERVICES AND SPELL SCROLLS
This distinction is easy to see mathematically.
A:
LEVEL 1 SPELLCASTING SERVICE
costs:
50 GP
The Adventuring Gear table also lists a:
LEVEL 1 SPELL SCROLL
at:
50 GP
But these are still:
DIFFERENT THINGS
Equal price does not mean:
IDENTICAL RULES
The Spell Scroll is:
AN ITEM
The service is:
AN NPC CASTING A SPELL
PART SEVENTY-FOUR — SPELLCASTING SERVICES ARE NOT THE SAME AS SCRIBING COSTS
Later, the SRD gives:
SPELL SCROLL CRAFTING COSTS
For example, scribing a Level 1 Spell Scroll has its own:
TIME
and:
COST
Those are not the same as:
BUYING SPELLCASTING SERVICES
We'll study scroll crafting in:
LESSON 70
PART SEVENTY-FIVE — SPELL LEVEL DRIVES SERVICE COST
Observe the progression:
Cantrip:
30 GP
Level 1:
50 GP
Level 2:
200 GP
Level 3:
300 GP
Level 4–5:
2,000 GP
Level 6–8:
20,000 GP
Level 9:
100,000 GP
The increase becomes enormous at:
HIGH SPELL LEVELS
PART SEVENTY-SIX — LEVEL 9 VERSUS LEVEL 1
Level 9:
100,000 GP
Level 1:
50 GP
Calculate:
100,000 ÷ 50 =
2,000
A Level 9 spell service costs:
TWO THOUSAND TIMES
the listed price of a Level 1 service.
This is a mathematical comparison of:
THE SRD PRICES
PART SEVENTY-SEVEN — SPELLCASTING AVAILABILITY ALSO SCALES
Price isn't the only limitation.
Low-level magic can be available in:
VILLAGES
But:
LEVEL 3+
requires at least a:
TOWN
And:
LEVEL 6+
requires:
A CITY
So high-level magical services are limited by:
LOCATION
as well as:
MONEY
PART SEVENTY-EIGHT — AT THE TABLE: LIFESTYLE PROCEDURE
At the beginning of the accounting period:
STEP 1
GM determines whether Lifestyle is paid:
WEEKLY
or:
MONTHLY
STEP 2
Choose:
ONE LIFESTYLE
STEP 3
Look at:
DAILY COST
STEP 4
Multiply by:
NUMBER OF DAYS
in the accounting period.
STEP 5
Pay:
THE TOTAL
STEP 6
Remember that normal:
LODGING
FOOD
EQUIPMENT MAINTENANCE
and:
OTHER NECESSITIES
are summarized by:
THE LIFESTYLE EXPENSE
PART SEVENTY-NINE — AT THE TABLE: INDIVIDUAL PURCHASE
If you're buying only:
ONE MEAL
or:
ONE NIGHT
don't necessarily need a full Lifestyle calculation.
Simply:
FIND THE ITEM
and:
PAY ITS PRICE
EXAMPLE
One night:
COMFORTABLE INN
Cost:
8 SP
One Comfortable meal:
2 SP
One Common Wine:
2 SP
Total:
8 + 2 + 2 =
12 SP
Equivalent:
1 GP 2 SP
PART EIGHTY — AT THE TABLE: HIRING SOMEONE
Ask:
DOES THIS JOB REQUIRE A PROFICIENCY?
If yes:
SKILLED HIRELING
Minimum:
2 GP/DAY
If no:
UNTRAINED HIRELING
2 SP/DAY
If you're sending a message:
MESSENGER
2 CP/MILE
PART EIGHTY-ONE — AT THE TABLE: BUYING MAGIC
Ask:
WHAT LEVEL IS THE SPELL?
Then:
WHAT SETTLEMENT ARE WE IN?
Village?
Town?
City?
Then:
IS THAT SPELL LEVEL AVAILABLE HERE?
Then:
WHAT IS THE TABLE PRICE?
Then:
DOES THE SPELL HAVE EXPENSIVE COMPONENTS?
If yes:
ADD THEIR COST
Finally:
PAY THE TOTAL
and resolve the spell itself according to:
ITS SPELL DESCRIPTION
PART EIGHTY-TWO — COMPLETE ECONOMY EXAMPLE
A party of four adventurers spends:
ONE WEEK
in a city.
Each chooses:
COMFORTABLE LIFESTYLE
Cost:
2 GP/DAY EACH
LIFESTYLE
Per character:
2 × 7 =
14 GP
Four characters:
14 × 4 =
56 GP
THEN THEY HIRE A SCRIBE
Skilled Hireling:
2 GP/DAY MINIMUM
For:
3 DAYS
3 × 2 =
6 GP
THEN THEY SEND A MESSAGE
Distance:
50 MILES
Messenger:
2 CP/MILE
50 × 2 =
100 CP
Equivalent:
1 GP
THEN THEY BUY A LEVEL 3 SPELL SERVICE
Cost:
300 GP
No expensive components in this hypothetical example.
TOTAL EXPENDITURE
Lifestyle:
56 GP
Scribe:
6 GP
Messenger:
1 GP
Spellcasting:
300 GP
Total:
56 + 6 + 1 + 300 =
363 GP
This demonstrates how quickly a party's money can move from:
TREASURE
to:
SERVICES
PART EIGHTY-THREE — WHY LIFESTYLE AND HIRELINGS MATTER TO GMs
These systems help a GM give money:
PURPOSE
Adventurers don't have to spend treasure only on:
BETTER WEAPONS
or:
BETTER ARMOR
Money can support:
STATUS
INFORMATION
LABOR
TRANSPORT
COMMUNICATION
and:
MAGIC
This is gameplay application rather than an additional rule.
PART EIGHTY-FOUR — MONEY BECOMES A RESOURCE
A party might have:
1,000 GP
That sounds like enormous wealth.
But compare:
Plate Armor:
1,500 GP
Level 4–5 Spellcasting Service:
2,000 GP
Sailing Ship:
10,000 GP
Level 6–8 Spell Service:
20,000 GP
Level 9 Spell Service:
100,000 GP
So the value of treasure changes dramatically as characters gain access to:
HIGHER-COST OPTIONS
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING LIFESTYLE ONLY PAYS FOR A BED
It summarizes:
LODGING
FOOD
EQUIPMENT MAINTENANCE
and:
OTHER NECESSITIES
MISTAKE 2 — PAYING LIFESTYLE AND THEN AUTOMATICALLY ADDING NORMAL DAILY LODGING AND MEALS AGAIN
Daily lodging and meals are already:
INCLUDED
in Lifestyle Expenses.
MISTAKE 3 — THINKING WRETCHED COSTS 1 CP
It is:
FREE
MISTAKE 4 — THINKING SQUALID AND POOR COST GP
They are:
Squalid:
1 SP/DAY
Poor:
2 SP/DAY
MISTAKE 5 — THINKING MODEST COSTS 1 SP
It costs:
1 GP/DAY
MISTAKE 6 — THINKING ARISTOCRATIC COSTS 4 GP
Aristocratic Lifestyle costs:
10 GP/DAY
The:
4 GP
figure is for one Aristocratic:
INN STAY
MISTAKE 7 — CONFUSING LIFESTYLE PRICE WITH INN PRICE
These are:
DIFFERENT TABLES
MISTAKE 8 — THINKING A WEALTHY LIFESTYLE AUTOMATICALLY GIVES SERVANTS
The SRD says you:
MIGHT
have servants.
No automatic number is specified.
MISTAKE 9 — THINKING ARISTOCRATIC LIFESTYLE AUTOMATICALLY MAKES YOU NOBILITY
It doesn't.
MISTAKE 10 — INVENTING AUTOMATIC MECHANICAL CONSEQUENCES FOR A LIFESTYLE
The SRD explicitly says Lifestyles have:
NO INHERENT CONSEQUENCES
MISTAKE 11 — IGNORING THAT THE GM CAN CONSIDER LIFESTYLE IN SOCIAL PERCEPTION OR RISK
The SRD explicitly permits this.
MISTAKE 12 — LOOKING FOR A WRETCHED INN PRICE
There isn't one in:
THE INN TABLE
MISTAKE 13 — THINKING ALL MEALS COST THE SAME
They range from:
1 CP
to:
6 SP
MISTAKE 14 — THINKING FINE WINE COSTS 10 SP
It costs:
10 GP
MISTAKE 15 — THINKING A BETTER MEAL AUTOMATICALLY HEALS HP
No such rule appears in the Food and Lodging table.
MISTAKE 16 — THINKING EVERY HIRELING COSTS 2 GP
Only:
SKILLED
Hirelings have the 2 GP/day minimum.
Untrained:
2 SP/DAY
MISTAKE 17 — THINKING SKILLED HIRELING PRICE IS A MAXIMUM
It is:
A MINIMUM
Experts can require:
MORE
MISTAKE 18 — THINKING A LABORER IS A SKILLED HIRELING
Laborers and porters are the SRD examples of:
UNTRAINED HIRELINGS
MISTAKE 19 — THINKING A MERCENARY IS UNTRAINED
Mercenary is explicitly an example of:
SKILLED HIRELING
MISTAKE 20 — THINKING MESSENGERS CHARGE PER DAY
Messenger:
2 CP PER MILE
MISTAKE 21 — THINKING MESSENGER PRICE TELLS YOU THE DELIVERY SPEED
The table gives:
COST
not a universal:
SPEED
MISTAKE 22 — FORGETTING SHIP CREWS ARE SKILLED HIRELINGS
Ships larger than:
KEELBOAT
or:
ROWBOAT
use:
SKILLED CREW
according to the prior vehicle rule.
MISTAKE 23 — THINKING EVERY SPELL SERVICE COSTS 50 GP
Prices depend on:
SPELL LEVEL
MISTAKE 24 — THINKING CANTRIP SERVICES ARE FREE
Listed price:
30 GP
MISTAKE 25 — LOOKING FOR A LEVEL 3 SPELL SERVICE IN A VILLAGE
Level 3 requires:
TOWN OR CITY
MISTAKE 26 — LOOKING FOR LEVEL 6–9 SERVICES IN A TOWN
Those require:
CITY
MISTAKE 27 — THINKING EVERY CITY GUARANTEES EVERY POSSIBLE SPELL
The rule describes general service availability and begins with:
MOST SETTLEMENTS
Don't turn it into a universal guarantee beyond the text.
MISTAKE 28 — FORGETTING EXPENSIVE COMPONENT COSTS
Add them:
ON TOP OF THE SERVICE PRICE
MISTAKE 29 — SUBTRACTING COMPONENT COST FROM SERVICE PRICE
No.
ADD IT
MISTAKE 30 — THINKING PAYING FOR A SPELL SERVICE TEACHES YOU THE SPELL
It doesn't.
MISTAKE 31 — THINKING A SPELL SERVICE GIVES YOU A SPELL SLOT
It doesn't.
MISTAKE 32 — THINKING SPELLCASTING SERVICE AND SPELL SCROLL ARE THE SAME THING
One is:
A SERVICE
The other:
A MAGIC ITEM
MISTAKE 33 — USING SPELLCASTING SERVICE PRICES AS SPELL SCROLL CRAFTING COSTS
Scroll crafting has:
ITS OWN TABLE
and:
ITS OWN RULES
QUICK RECAP
LIFESTYLE EXPENSES
Wretched:
FREE
Squalid:
1 SP/DAY
Poor:
2 SP/DAY
Modest:
1 GP/DAY
Comfortable:
2 GP/DAY
Wealthy:
4 GP/DAY
Aristocratic:
10 GP/DAY
Lifestyle covers:
LODGING
FOOD
EQUIPMENT MAINTENANCE
NECESSITIES
Lifestyles have:
NO INHERENT CONSEQUENCES
but the GM can consider them when determining:
RISKS
and:
HOW OTHERS PERCEIVE YOU
FOOD
Ale:
4 CP
Bread:
2 CP
Cheese:
1 SP
Common Wine:
2 SP
Fine Wine:
10 GP
INN
Squalid:
7 CP
Poor:
1 SP
Modest:
5 SP
Comfortable:
8 SP
Wealthy:
2 GP
Aristocratic:
4 GP
MEAL
Squalid:
1 CP
Poor:
2 CP
Modest:
1 SP
Comfortable:
2 SP
Wealthy:
3 SP
Aristocratic:
6 SP
HIRELINGS
Skilled:
2 GP/DAY MINIMUM
Untrained:
2 SP/DAY
Messenger:
2 CP/MILE
SPELLCASTING SERVICES
Cantrip:
30 GP — VILLAGE/TOWN/CITY
Level 1:
50 GP — VILLAGE/TOWN/CITY
Level 2:
200 GP — VILLAGE/TOWN/CITY
Level 3:
300 GP — TOWN/CITY
Levels 4–5:
2,000 GP — TOWN/CITY
Levels 6–8:
20,000 GP — CITY
Level 9:
100,000 GP — CITY
Expensive components:
ADD THEIR COST
PRIME HERO CHALLENGE
Your party spends seven days in a city.
There are:
FOUR ADVENTURERS
Each chooses:
MODEST LIFESTYLE
They also hire:
TWO SKILLED HIRELINGS
for:
THREE DAYS
send a Messenger:
75 MILES
and purchase:
ONE LEVEL 2 SPELLCASTING SERVICE
The spell has an expensive component worth:
50 GP
Calculate the total.
QUESTION 1 — LIFESTYLE
Modest:
1 GP PER DAY
Per character for 7 days:
1 × 7 =
7 GP
Four characters:
7 × 4 =
28 GP
QUESTION 2 — HIRELINGS
Two Skilled Hirelings:
2 GP/DAY EACH
for three days:
2 hirelings × 3 days × 2 GP =
12 GP
QUESTION 3 — MESSENGER
75 miles × 2 CP =
150 CP
100 CP =
1 GP
50 CP =
5 SP
Messenger cost:
1 GP 5 SP
Equivalent:
1.5 GP
QUESTION 4 — SPELLCASTING SERVICE
Level 2:
200 GP
Expensive component:
50 GP
Total spell service:
200 + 50 =
250 GP
QUESTION 5 — TOTAL
Lifestyle:
28 GP
Hirelings:
12 GP
Messenger:
1 GP 5 SP
Spell:
250 GP
Total:
28 + 12 + 1.5 + 250 =
291.5 GP
Equivalent:
291 GP 5 SP
LESSON 68 — KEY TAKEAWAYS
Adventuring wealth is not only about:
BUYING BETTER GEAR
Money also represents the ability to:
LIVE WELL
EAT
SLEEP SAFELY
HIRE EXPERTS
EMPLOY LABORERS
SEND INFORMATION
and:
PURCHASE MAGIC
LIFESTYLE
summarizes ordinary living costs.
It saves the table from calculating:
EVERY LOAF OF BREAD
EVERY NIGHT'S BED
and:
EVERY PIECE OF EQUIPMENT MAINTENANCE
INDIVIDUAL PRICES
remain useful when the character only needs:
A SINGLE MEAL
A SINGLE NIGHT
or:
A PARTICULAR DRINK
HIRELINGS
allow characters to buy:
HUMAN LABOR
and:
PROFESSIONAL EXPERTISE
The key distinction is:
PROFICIENCY REQUIRED?
Yes:
SKILLED
No:
UNTRAINED
SPELLCASTING SERVICES
turn money into access to:
MAGIC
But the price and availability scale dramatically with:
SPELL LEVEL
And the final cost can increase because of:
EXPENSIVE COMPONENTS
THE CENTRAL ECONOMIC QUESTION
Whenever your character wants something that isn't simply an item, ask:
IS THIS A LIFESTYLE EXPENSE?
A SINGLE FOOD OR LODGING PURCHASE?
A HIRELING?
A MESSENGER?
or:
A SPELLCASTING SERVICE?
Then use:
THE CORRECT TABLE
because each system measures cost differently:
Lifestyle:
PER DAY
Hirelings:
PER DAY
Messenger:
PER MILE
Spellcasting:
PER SPELL SERVICE
Once you understand those categories:
GOLD BECOMES MORE THAN TREASURE
It becomes:
ACCESS
LABOR
COMFORT
INFORMATION
and:
MAGIC
NEXT LESSON
LESSON 69 — SPELLCASTING EQUIPMENT, CASTING IN ARMOR, AND BASIC MAGIC ITEM RULES
We have now completed the ordinary:
ECONOMY
of Equipment.
Next we cross into the border between:
EQUIPMENT
and:
MAGIC
Lesson 69 will explain the equipment a spellcaster actually uses:
COMPONENT POUCHES
ARCANE FOCUSES
DRUIDIC FOCUSES
HOLY SYMBOLS
and how they interact with:
MATERIAL COMPONENTS
We will also study the exact rule for:
CASTING IN ARMOR
Then we will begin the SRD's introductory:
MAGIC ITEM RULES
including:
IDENTIFYING A MAGIC ITEM
ATTUNEMENT
WEARING AND WIELDING ITEMS
MULTIPLE ITEMS OF THE SAME KIND
PAIRED ITEMS
ACTIVATING MAGIC ITEMS
and the basic distinction between:
ORDINARY EQUIPMENT
and:
MAGICAL EQUIPMENT
before Lesson 70 finishes the Equipment section with:
CRAFTING NONMAGICAL ITEMS
BREWING POTIONS OF HEALING
and:
SCRIBING SPELL SCROLLS
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.