Hiring Magical Services

Magical services can be hired in most large cities. The cost is based on the required spell level and material components. Most temples will not charge for healing spells more than the market price for consumed material components, though some seek to make a profit.

Paying for a Spell

In larger settlements, spell casters may be available to hire to cast specific spells. Depending on the size of the settlement, and the specific spell needed, finding a willing caster may be a downtime job requiring time and resources to be invested.

Find a Caster for Hire
Prerequisite. Being within a settlement of the required size and expending 10 gp.
Reward. You find a willing spell caster capable of casting the desired spell.
Ud. Varies by rarity. Spend an additional 10 gp per roll to degrade the Ud on 1-3's.

Spell Level Required Size Base Price* Days Spent
Cantrip Large Town 5 gp -
1 Large Town 25 gp -
2 Small City 100 gp Ud10
3 Small City 300 gp Ud10
4 Large City 800 gp Ud20
5 Large City 2,000 gp Ud20
6 Metropolis 5,000 gp Ud100
7 Metropolis 12,000 gp Ud100
8** - - -
9** - - -
* Actual fee may be adjusted based on material components or the specific spell desired.
** Eighth and Ninth level spells are considered Mythic. Services of this tier are not available on the open market and must be sought out in other ways.

Magic Items

Magic items above Common rarity are not usually bought and sold. Rather, they are discovered during adventures or as quest rewards. Concerted effort must be made to find buyers and sellers of specific items, but there are risks associated and success is not a given.

Certain magic items can also be crafted from harvested monster parts, brewed as tinctures from rare herbs, or created as runestones via rune magic. Bastion facilities like the Smithy, Workshop, and Laboratory support these efforts.

Buying and Selling Magic Items

Finding a buyer or seller for a magic item above Common rarity is a downtime job which requires time, location, and resources to be invested.

Buy or Sell a Magic Item
Prerequisite. Being within a settlement of the required size and expending 100 gp.
Reward. You find a counterpart for the desired sale. Roll 1d100 plus the listed modifier for the search's outcome.
Ud. Varies by rarity. Spend an additional 100 gp per roll to roll at disadvantage.

Rarity Required Size Base Price Days Spent Percentile Modifier
Common - 100 gp - -
Uncommon Large Town 400 gp Ud10 +0
Rare Small City 4,000 gp Ud20 -10
Very Rare Large City 40,000 gp Ud100 -20
Legendary Metropolis 200,000 gp - -30
Artefact - - - -
Percentile You find a buyer You find a seller
0-20 offering 1/10 of the base price asking triple the base price
21-40 offering 1/4 of the base price asking double the base price
41-80 offering 1/2 of the base price asking 1 1/2 the base price
81-90 offering the full base price asking the base price
91+ offering 1 1/2 the base price, no questions asked asking for 3/4 the base price, no questions asked

Rarity Descriptions

Common. Easily found in all but the smallest towns. Normally bought/sold in shops like other items.

Uncommon. Plentiful on the plane, but not usually found in stores. Occasionally shops in large towns and cities will sell these, but their stock varies depending on the market and what adventurers bring in.

Rare. Only a handful exist on the plane. Almost never found in shops on the material plane, but commonly sold in shops in the City of Brass.

Very Rare. Only a handful exist in the multiverse. While every plane has some very rare items, not every very rare item exists on every plane. These tend to be held by private collectors and powerful monsters.

Legendary. Only 1–2 exist in the multiverse. These are rarely, if ever, for sale. Adventurers might be able to strike a deal to get this item as a reward for a favor.

Artifact. Only one has ever existed. Often the subjects of myths, people aren't even sure if they exist or how close to the legends they really are. Many high-level adventurers have spent entire careers trying to find them and failing.


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