Revision [1703]
Last edited on 2007-06-14 15:20:40 by NimeaSylvanosAdditions:
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**Alchemy:** Identifying an alchemical substance costs 100 ss. Each dose of a finished substance created from Apothecary base materials costs as much as one dose of the raw material (i.e., one ready-to-use dose of Sulphuric Acid would cost 20 ss). Refinement of unusual materials costs 150 ss per object. Especially valuable or rare substances may be stolen if special care is not taken to find a trustworthy NPC.
**Appraisal:** 100 ss per item to be appraised. There is a chance that the appraiser will lie about the true value of extraordinarily valuable objects and/or replace precious gems with cheaper imitations if the NPC is a dishonest one.
**Arts and Crafts:** 100 ss per ordinary project, prices variable for working with unusual or expensive materials (30% of the finished value is usual). The employer is expected to cover any materials cost. Again, there is a chance that very valuable substances may be stolen if the NPC is not especially trustworthy.
**Forgery:** Requires SW to locate an NPC who even has the skill. Prices variable depending on the item to be forged and the degree of skill sought, but 50 to 500 ss per job is a fair range.
**Medicine:** 100 ss per job, with the employer expected to cover any materials cost. If treatment is sought for a contagious disease or especially gruesome ailment, the price may double or increase even higher.
**Pick Locks:** 100 ss per job for ordinary locks, 150 to 200 for unusually difficult locks and ones which the NPC perceives as being valuable to the hirers (i.e., any lock on a treasure chest or similar item). This does not include the cost of de-trapping, which the NPC will expect to be done before engaging to unlock the item.
**Poison Lore:** Requires SW to locate an NPC who has the skill. Identifying poisons costs 100 ss per item. Purchasing poisons or getting weapons poisoned varies in cost and materials available, but the Apothecary poisons can usually be purchased and applied for a per-dose cost equaling the list cost of the raw materials.
**Traps and Snares:** 100 ss for basic consultation (i.e., trapfinding), 200 to 300 for disarm attempts. Magical traps cost twice as much. The employer will be expected to pay costs for treating any curse or injury suffered while disarming. NPCs are not willing to work on especially dangerous traps (anything with a significant chance of killing, petrifying, maiming or otherwise severely injuring them).
**Detect Magic:** 50 ss per cast.
**Detect Evil:** 50 ss per cast.
**Omen:** 100 ss per cast, plus the cost of materials. Priests, paladins and devotees seeking this spell from their own Temples can reduce the price to 50 ss (plus materials) per cast. In rare instances, the Omen may be free if the question is one of particular importance to that faith.
**Read Object:** 100 ss per cast. The employer is expected to cover the cost of Absolution and any other curative effects that may be necessary, and there is a chance that an unscrupulous mage will lie about or conceal the effects of a particular item -- or, alternatively, sell the information to other interested parties.
**Enchant Holy Symbol:** 200 ss per cast, plus the cost of the spell imbued. This spell is available only to priests, paladins and devotees seeking it from their own temples.
**Cure Disease:** 300 ss, 250 for devotees, 200 for priests or paladins at their own temples.
**Minor Miracle:** 500 ss, 400 for devotees, 300 for priests or paladins at their own temples.
**Absolution:** 700 ss, 500 for devotees, 400 for priests or paladins at their own temples.
**Call of the Devas:** 300 ss, 250 for devotees, 200 for priests or paladins at their own temples. This spell will only be cast if the question presented is one that is of interest to, or at least not incompatible with the goals of, the temple from whom it is requested.
**Resurrection:** 3500 ss, 3000 for Level 15+ devotees, 2500 for Level 15+ priests or paladins at their own temples.
**Alchemy:** Identifying an alchemical substance costs 100 ss. Each dose of a finished substance created from Apothecary base materials costs as much as one dose of the raw material (i.e., one ready-to-use dose of Sulphuric Acid would cost 20 ss). Refinement of unusual materials costs 150 ss per object. Especially valuable or rare substances may be stolen if special care is not taken to find a trustworthy NPC.
**Appraisal:** 100 ss per item to be appraised. There is a chance that the appraiser will lie about the true value of extraordinarily valuable objects and/or replace precious gems with cheaper imitations if the NPC is a dishonest one.
**Arts and Crafts:** 100 ss per ordinary project, prices variable for working with unusual or expensive materials (30% of the finished value is usual). The employer is expected to cover any materials cost. Again, there is a chance that very valuable substances may be stolen if the NPC is not especially trustworthy.
**Forgery:** Requires SW to locate an NPC who even has the skill. Prices variable depending on the item to be forged and the degree of skill sought, but 50 to 500 ss per job is a fair range.
**Medicine:** 100 ss per job, with the employer expected to cover any materials cost. If treatment is sought for a contagious disease or especially gruesome ailment, the price may double or increase even higher.
**Pick Locks:** 100 ss per job for ordinary locks, 150 to 200 for unusually difficult locks and ones which the NPC perceives as being valuable to the hirers (i.e., any lock on a treasure chest or similar item). This does not include the cost of de-trapping, which the NPC will expect to be done before engaging to unlock the item.
**Poison Lore:** Requires SW to locate an NPC who has the skill. Identifying poisons costs 100 ss per item. Purchasing poisons or getting weapons poisoned varies in cost and materials available, but the Apothecary poisons can usually be purchased and applied for a per-dose cost equaling the list cost of the raw materials.
**Traps and Snares:** 100 ss for basic consultation (i.e., trapfinding), 200 to 300 for disarm attempts. Magical traps cost twice as much. The employer will be expected to pay costs for treating any curse or injury suffered while disarming. NPCs are not willing to work on especially dangerous traps (anything with a significant chance of killing, petrifying, maiming or otherwise severely injuring them).
**Detect Magic:** 50 ss per cast.
**Detect Evil:** 50 ss per cast.
**Omen:** 100 ss per cast, plus the cost of materials. Priests, paladins and devotees seeking this spell from their own Temples can reduce the price to 50 ss (plus materials) per cast. In rare instances, the Omen may be free if the question is one of particular importance to that faith.
**Read Object:** 100 ss per cast. The employer is expected to cover the cost of Absolution and any other curative effects that may be necessary, and there is a chance that an unscrupulous mage will lie about or conceal the effects of a particular item -- or, alternatively, sell the information to other interested parties.
**Enchant Holy Symbol:** 200 ss per cast, plus the cost of the spell imbued. This spell is available only to priests, paladins and devotees seeking it from their own temples.
**Cure Disease:** 300 ss, 250 for devotees, 200 for priests or paladins at their own temples.
**Minor Miracle:** 500 ss, 400 for devotees, 300 for priests or paladins at their own temples.
**Absolution:** 700 ss, 500 for devotees, 400 for priests or paladins at their own temples.
**Call of the Devas:** 300 ss, 250 for devotees, 200 for priests or paladins at their own temples. This spell will only be cast if the question presented is one that is of interest to, or at least not incompatible with the goals of, the temple from whom it is requested.
**Resurrection:** 3500 ss, 3000 for Level 15+ devotees, 2500 for Level 15+ priests or paladins at their own temples.
Deletions:
**Alchemy:** Identifying an alchemical substance costs 100 gp. Each dose of a finished substance created from Apothecary base materials costs as much as one dose of the raw material (i.e., one ready-to-use dose of Sulphuric Acid would cost 20 gp). Refinement of unusual materials costs 150 gp per object. Especially valuable or rare substances may be stolen if special care is not taken to find a trustworthy NPC.
**Appraisal:** 100 gp per item to be appraised. There is a chance that the appraiser will lie about the true value of extraordinarily valuable objects and/or replace precious gems with cheaper imitations if the NPC is a dishonest one.
**Arts and Crafts:** 100 gp per ordinary project, prices variable for working with unusual or expensive materials (30% of the finished value is usual). The employer is expected to cover any materials cost. Again, there is a chance that very valuable substances may be stolen if the NPC is not especially trustworthy.
**Forgery:** Requires SW to locate an NPC who even has the skill. Prices variable depending on the item to be forged and the degree of skill sought, but 50 to 500 gp per job is a fair range.
**Medicine:** 100 gp per job, with the employer expected to cover any materials cost. If treatment is sought for a contagious disease or especially gruesome ailment, the price may double or increase even higher.
**Pick Locks:** 100 gp per job for ordinary locks, 150 to 200 for unusually difficult locks and ones which the NPC perceives as being valuable to the hirers (i.e., any lock on a treasure chest or similar item). This does not include the cost of de-trapping, which the NPC will expect to be done before engaging to unlock the item.
**Poison Lore:** Requires SW to locate an NPC who has the skill. Identifying poisons costs 100 gp per item. Purchasing poisons or getting weapons poisoned varies in cost and materials available, but the Apothecary poisons can usually be purchased and applied for a per-dose cost equaling the list cost of the raw materials.
**Traps and Snares:** 100 gp for basic consultation (i.e., trapfinding), 200 to 300 for disarm attempts. Magical traps cost twice as much. The employer will be expected to pay costs for treating any curse or injury suffered while disarming. NPCs are not willing to work on especially dangerous traps (anything with a significant chance of killing, petrifying, maiming or otherwise severely injuring them).
**Detect Magic:** 50 gp per cast.
**Detect Evil:** 50 gp per cast.
**Omen:** 100 gp per cast, plus the cost of materials. Priests, paladins and devotees seeking this spell from their own Temples can reduce the price to 50 gp (plus materials) per cast. In rare instances, the Omen may be free if the question is one of particular importance to that faith.
**Read Object:** 100 gp per cast. The employer is expected to cover the cost of Absolution and any other curative effects that may be necessary, and there is a chance that an unscrupulous mage will lie about or conceal the effects of a particular item -- or, alternatively, sell the information to other interested parties.
**Enchant Holy Symbol:** 200 gp per cast, plus the cost of the spell imbued. This spell is available only to priests, paladins and devotees seeking it from their own temples.
**Cure Disease:** 300 gp, 250 for devotees, 200 for priests or paladins at their own temples.
**Minor Miracle:** 500 gp, 400 for devotees, 300 for priests or paladins at their own temples.
**Absolution:** 700 gp, 500 for devotees, 400 for priests or paladins at their own temples.
**Call of the Devas:** 300 gp, 250 for devotees, 200 for priests or paladins at their own temples. This spell will only be cast if the question presented is one that is of interest to, or at least not incompatible with the goals of, the temple from whom it is requested.
**Resurrection:** 3500 gp, 3000 for Level 15+ devotees, 2500 for Level 15+ priests or paladins at their own temples.
Revision [1098]
Edited on 2007-05-02 23:21:06 by NimeaSylvanosAdditions:
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__
__**[[Marketplace Back to the Marketplace]]**__
__**[[Marketplace Back to the Marketplace]]**__
Deletions:
Revision [850]
Edited on 2007-02-23 22:28:21 by NimeaSylvanosNo differences.
Revision [837]
Edited on 2007-02-23 17:49:49 by NimeaSylvanosAdditions:
**Alchemy:** Identifying an alchemical substance costs 100 gp. Each dose of a finished substance created from Apothecary base materials costs as much as one dose of the raw material (i.e., one ready-to-use dose of Sulphuric Acid would cost 20 gp). Refinement of unusual materials costs 150 gp per object. Especially valuable or rare substances may be stolen if special care is not taken to find a trustworthy NPC.
**Appraisal:** 100 gp per item to be appraised. There is a chance that the appraiser will lie about the true value of extraordinarily valuable objects and/or replace precious gems with cheaper imitations if the NPC is a dishonest one.
**Arts and Crafts:** 100 gp per ordinary project, prices variable for working with unusual or expensive materials (30% of the finished value is usual). The employer is expected to cover any materials cost. Again, there is a chance that very valuable substances may be stolen if the NPC is not especially trustworthy.
**Forgery:** Requires SW to locate an NPC who even has the skill. Prices variable depending on the item to be forged and the degree of skill sought, but 50 to 500 gp per job is a fair range.
**Herbalism:** Same prices as listed for Alchemy.
**Medicine:** 100 gp per job, with the employer expected to cover any materials cost. If treatment is sought for a contagious disease or especially gruesome ailment, the price may double or increase even higher.
**Pick Locks:** 100 gp per job for ordinary locks, 150 to 200 for unusually difficult locks and ones which the NPC perceives as being valuable to the hirers (i.e., any lock on a treasure chest or similar item). This does not include the cost of de-trapping, which the NPC will expect to be done before engaging to unlock the item.
**Poison Lore:** Requires SW to locate an NPC who has the skill. Identifying poisons costs 100 gp per item. Purchasing poisons or getting weapons poisoned varies in cost and materials available, but the Apothecary poisons can usually be purchased and applied for a per-dose cost equaling the list cost of the raw materials.
**Traps and Snares:** 100 gp for basic consultation (i.e., trapfinding), 200 to 300 for disarm attempts. Magical traps cost twice as much. The employer will be expected to pay costs for treating any curse or injury suffered while disarming. NPCs are not willing to work on especially dangerous traps (anything with a significant chance of killing, petrifying, maiming or otherwise severely injuring them).
**Detect Magic:** 50 gp per cast.
**Detect Evil:** 50 gp per cast.
**Omen:** 100 gp per cast, plus the cost of materials. Priests, paladins and devotees seeking this spell from their own Temples can reduce the price to 50 gp (plus materials) per cast. In rare instances, the Omen may be free if the question is one of particular importance to that faith.
**Read Object:** 100 gp per cast. The employer is expected to cover the cost of Absolution and any other curative effects that may be necessary, and there is a chance that an unscrupulous mage will lie about or conceal the effects of a particular item -- or, alternatively, sell the information to other interested parties.
**Enchant Holy Symbol:** 200 gp per cast, plus the cost of the spell imbued. This spell is available only to priests, paladins and devotees seeking it from their own temples.
**Cure Disease:** 300 gp, 250 for devotees, 200 for priests or paladins at their own temples.
**Minor Miracle:** 500 gp, 400 for devotees, 300 for priests or paladins at their own temples.
**Absolution:** 700 gp, 500 for devotees, 400 for priests or paladins at their own temples.
**Call of the Devas:** 300 gp, 250 for devotees, 200 for priests or paladins at their own temples. This spell will only be cast if the question presented is one that is of interest to, or at least not incompatible with the goals of, the temple from whom it is requested.
**Resurrection:** 3500 gp, 3000 for Level 15+ devotees, 2500 for Level 15+ priests or paladins at their own temples.
**Appraisal:** 100 gp per item to be appraised. There is a chance that the appraiser will lie about the true value of extraordinarily valuable objects and/or replace precious gems with cheaper imitations if the NPC is a dishonest one.
**Arts and Crafts:** 100 gp per ordinary project, prices variable for working with unusual or expensive materials (30% of the finished value is usual). The employer is expected to cover any materials cost. Again, there is a chance that very valuable substances may be stolen if the NPC is not especially trustworthy.
**Forgery:** Requires SW to locate an NPC who even has the skill. Prices variable depending on the item to be forged and the degree of skill sought, but 50 to 500 gp per job is a fair range.
**Herbalism:** Same prices as listed for Alchemy.
**Medicine:** 100 gp per job, with the employer expected to cover any materials cost. If treatment is sought for a contagious disease or especially gruesome ailment, the price may double or increase even higher.
**Pick Locks:** 100 gp per job for ordinary locks, 150 to 200 for unusually difficult locks and ones which the NPC perceives as being valuable to the hirers (i.e., any lock on a treasure chest or similar item). This does not include the cost of de-trapping, which the NPC will expect to be done before engaging to unlock the item.
**Poison Lore:** Requires SW to locate an NPC who has the skill. Identifying poisons costs 100 gp per item. Purchasing poisons or getting weapons poisoned varies in cost and materials available, but the Apothecary poisons can usually be purchased and applied for a per-dose cost equaling the list cost of the raw materials.
**Traps and Snares:** 100 gp for basic consultation (i.e., trapfinding), 200 to 300 for disarm attempts. Magical traps cost twice as much. The employer will be expected to pay costs for treating any curse or injury suffered while disarming. NPCs are not willing to work on especially dangerous traps (anything with a significant chance of killing, petrifying, maiming or otherwise severely injuring them).
**Detect Magic:** 50 gp per cast.
**Detect Evil:** 50 gp per cast.
**Omen:** 100 gp per cast, plus the cost of materials. Priests, paladins and devotees seeking this spell from their own Temples can reduce the price to 50 gp (plus materials) per cast. In rare instances, the Omen may be free if the question is one of particular importance to that faith.
**Read Object:** 100 gp per cast. The employer is expected to cover the cost of Absolution and any other curative effects that may be necessary, and there is a chance that an unscrupulous mage will lie about or conceal the effects of a particular item -- or, alternatively, sell the information to other interested parties.
**Enchant Holy Symbol:** 200 gp per cast, plus the cost of the spell imbued. This spell is available only to priests, paladins and devotees seeking it from their own temples.
**Cure Disease:** 300 gp, 250 for devotees, 200 for priests or paladins at their own temples.
**Minor Miracle:** 500 gp, 400 for devotees, 300 for priests or paladins at their own temples.
**Absolution:** 700 gp, 500 for devotees, 400 for priests or paladins at their own temples.
**Call of the Devas:** 300 gp, 250 for devotees, 200 for priests or paladins at their own temples. This spell will only be cast if the question presented is one that is of interest to, or at least not incompatible with the goals of, the temple from whom it is requested.
**Resurrection:** 3500 gp, 3000 for Level 15+ devotees, 2500 for Level 15+ priests or paladins at their own temples.
Deletions:
Appraisal: 100 gp per item to be appraised. There is a chance that the appraiser will lie about the true value of extraordinarily valuable objects and/or replace precious gems with cheaper imitations if the NPC is a dishonest one.
Arts and Crafts: 100 gp per ordinary project, prices variable for working with unusual or expensive materials (30% of the finished value is usual). The employer is expected to cover any materials cost. Again, there is a chance that very valuable substances may be stolen if the NPC is not especially trustworthy.
Forgery: Requires SW to locate an NPC who even has the skill. Prices variable depending on the item to be forged and the degree of skill sought, but 50 to 500 gp per job is a fair range.
Herbalism: Same prices as listed for Alchemy.
Medicine: 100 gp per job, with the employer expected to cover any materials cost. If treatment is sought for a contagious disease or especially gruesome ailment, the price may double or increase even higher.
Pick Locks: 100 gp per job for ordinary locks, 150 to 200 for unusually difficult locks and ones which the NPC perceives as being valuable to the hirers (i.e., any lock on a treasure chest or similar item). This does not include the cost of de-trapping, which the NPC will expect to be done before engaging to unlock the item.
Poison Lore: Requires SW to locate an NPC who has the skill. Identifying poisons costs 100 gp per item. Purchasing poisons or getting weapons poisoned varies in cost and materials available, but the Apothecary poisons can usually be purchased and applied for a per-dose cost equaling the list cost of the raw materials.
Traps and Snares: 100 gp for basic consultation (i.e., trapfinding), 200 to 300 for disarm attempts. Magical traps cost twice as much. The employer will be expected to pay costs for treating any curse or injury suffered while disarming. NPCs are not willing to work on especially dangerous traps (anything with a significant chance of killing, petrifying, maiming or otherwise severely injuring them).
1. Detect Magic: 50 gp per cast.
2. Detect Evil: 50 gp per cast.
3. Omen: 100 gp per cast, plus the cost of materials. Priests, paladins and devotees seeking this spell from their own Temples can reduce the price to 50 gp (plus materials) per cast. In rare instances, the Omen may be free if the question is one of particular importance to that faith.
4. Read Object: 100 gp per cast. The employer is expected to cover the cost of Absolution and any other curative effects that may be necessary, and there is a chance that an unscrupulous mage will lie about or conceal the effects of a particular item -- or, alternatively, sell the information to other interested parties.
5. Enchant Holy Symbol: 200 gp per cast, plus the cost of the spell imbued. This spell is available only to priests, paladins and devotees seeking it from their own temples.
6. Cure Disease: 300 gp, 250 for devotees, 200 for priests or paladins at their own temples.
7. Minor Miracle: 500 gp, 400 for devotees, 300 for priests or paladins at their own temples.
8. Absolution: 700 gp, 500 for devotees, 400 for priests or paladins at their own temples.
9. Call of the Devas: 300 gp, 250 for devotees, 200 for priests or paladins at their own temples. This spell will only be cast if the question presented is one that is of interest to, or at least not incompatible with the goals of, the temple from whom it is requested.
10. Resurrection: 3500 gp, 3000 for Level 15+ devotees, 2500 for Level 15+ priests or paladins at their own temples.
Revision [835]
Edited on 2007-02-23 17:46:36 by NimeaSylvanosAdditions:
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__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__ __**[[Marketplace Marketplace]]**__
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__ __**[[Marketplace Marketplace]]**__
Revision [834]
Edited on 2007-02-23 17:45:31 by NimeaSylvanosNo differences.