Tuesday, July 5, 2011

The Church


Bored of this yet?  Too bad, as I think this is the best list I've offered this whole series.  This is because I had an epiphany about how to price this table that - I think - is wholly new.  The new system solves the problem that was proposed on this post, in which the cost of spells was discussed and mulled over.  And then last week (I was working on this before starting to post this series) I realized that even if a cleric DID have the spell, the demand for the spell would be potentially overwhelming.

And thus the reader will note that each level of spell desired also notes a 'waiting period.'  Yes, that is correct - the cleric would like to cast neutralize poison for you, but there's a six-day waiting period.  The cleric able to cast that spell is booked.

Because of this, I was able to make the actual cost of the spell cheaper ... though not so much with sixth level spells.  The actual availability of the spell is based upon the number of clerics of a given level in my world, modified by the total population of the trading area.  As it happens, 11th level clerics, those able to cast 6th level spells, fall on the far side of the bell curve that's created, so the price jumps considerably.  And 7th level spells simply aren't available at all.  If you want a 7th level spell cast, you had better get to know someone personally through a king or some such.  Yes, that does mean players have to learn to live with their missing arm.  Too bad, so sad, it sucks to be maimed.

There's always a scroll the DM can offer as a prize at the end of some quest to get the character's arm (or level) back.

The gentle reader will take note that there are two headings for 1st and 2nd level spells, and three headings for 3rd level spells.  The specific difference for level one and two is obvious - that a cleric of the player's religion must be found in order to receive that level of spell.

But there are two different options for 3rd level spells of the 'local religion,' one from the chapel and one from the church/temple.  The difference is based upon the status of the cleric casting the spell.  Most clerics in my world are non-adventuring types, NPCs who are quite domesticated in their habits and slowly increase in levels as they encounter ordinary, mundane tasks.  Thus, rarely do these stay-at-home clerics reach level 5.  They won't charge much if they do, but the waiting period is likely to be long because of the relative rarity of their breed.

On the other hand, adventurous clerics who take part in military campaigns and intrigues are more likely to have established a church or temple, and are more likely to reach 5th level.  There are, therefore, more of this type in existence ... which probably seems strange for some readers.  Nevertheless, if the cleric is able to cast a 3rd level spell, he or she is probably better placed in the religion, and while they will be able to offer the spell more expediently, the cost will be higher.

The waiting period itself is a random generated number, based upon the algorithm I've devised.  If I were to update the table on excel and post again, the numbers would be changed ... and sometimes more conveniently.  Some testing shows that even a 1-day waiting period for a 6th level spell is not in the realm of possibility.  It just depends on how lucky the player is.

Nicely, the reduced price allows the player cleric to be able to sell their services to the church, casting a spell here and there in order to obtain some hard cash.  Of course, because the exact spell that is required isn't listed, even where it says the chapel will pay 6 g.p. for two 3rd level cleric spells, a roll must be made to determine which spells are desired.  In a lot of worlds, where the spells are whatever the cleric wants for that day, this isn't a problem.  But I am more rigorous with my clerics, so that they cannot change their spells from day to day.  I write about that here.  There would be less likelihood of having the right spell in my world.

Of course, the 5th and 6th level spells are not available for purchase ... but the fact that they are not requested by the church either shows that no one in the area has the income at this moment to pay the necessary money.  So even if the player is offering, there wouldn't be any takers.

Regarding other things than spells ... yes, it's a small list.  It could be longer.  The cassock and cleric's wear makes an interesting treasure item, provided you don't get caught selling it covered in blood.

3 comments:

  1. Nope not bored at all, this series is a great--and thought-provoking--counterweight to one of my pet peeves: the one-stop big box department stores of the fantasy gaming world.

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  2. Again, these are REALLY useful posts. Please keep 'em up! 2 questions:

    That cassock is expensive- more than studded leather, almost as much as ring mail! Is wool hard to come by locally?

    What happened with the weight for the greenstone rosary?

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  3. A missing modifier, Eric, which is a really common problem. Thanks for noticing. It has been fixed.

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