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.