Gear and Equipment (Moon of Five Suns Supplement)
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Equipping Characters[edit]
Characters need to be prepared for anything, whether it's a challenging battle that requires particular tactics or a nigh impassable physical obstacle or puzzle. This is where the gear, vehicles, mounts, and especially magical items are essential for a character on the Moon of Five Suns.
For this campaign setting, classes have new starting gold.
Class  Starting Gold  Class  Starting Gold 

Class  Starting Gold  Class  Starting Gold 
Gear[edit]
Simple Weapons  Cost  Dmg (S)  Dmg (M)  Critical  Range Increment  Weight^{1}  Type^{2} 

Unarmed Attacks  
Gauntlet  2 gp  1d2  1d3  ×2  —  1 lb.  Bludgeoning 
Unarmed strike  —  1d2^{3}  1d3^{3}  ×2  —  —  Bludgeoning 
Light Melee Weapons  
Dagger  2 gp  1d3  1d4  19–20/×2  10 ft.  1 lb.  Piercing or slashing 
Dagger, punching  2 gp  1d3  1d4  ×3  —  1 lb.  Piercing 
Gauntlet, spiked  5 gp  1d3  1d4  ×2  —  1 lb.  Piercing 
Mace, light  5 gp  1d4  1d6  ×2  —  4 lb.  Bludgeoning 
Sickle  6 gp  1d4  1d6  ×2  —  2 lb.  Slashing 
OneHanded Melee Weapons  
Club  —  1d4  1d6  ×2  10 ft.  3 lb.  Bludgeoning 
Mace, heavy  12 gp  1d6  1d8  ×2  —  8 lb.  Bludgeoning 
Morningstar  8 gp  1d6  1d8  ×2  —  6 lb.  Bludgeoning and piercing 
Shortspear  1 gp  1d4  1d6  ×2  20 ft.  3 lb.  Piercing 
TwoHanded Melee Weapons  
Longspear^{4}  5 gp  1d6  1d8  ×3  —  9 lb.  Piercing 
Quarterstaff^{5}  —  1d4/1d4  1d6/1d6  ×2  —  4 lb.  Bludgeoning 
Spear  2 gp  1d6  1d8  ×3  20 ft.  6 lb.  Piercing 
Ranged Weapons  
Crossbow, heavy  50 gp  1d8  1d10  19–20/×2  120 ft.  8 lb.  Piercing 
Bolts, crossbow (10)  1 gp  —  —  —  —  1 lb.  — 
Crossbow, light  35 gp  1d6  1d8  19–20/×2  80 ft.  4 lb.  Piercing 
Bolts, crossbow (10)  1 gp  —  —  —  —  1 lb.  — 
Dart  5 sp  1d3  1d4  ×2  20 ft.  1/2 lb.  Piercing 
Javelin  1 gp  1d4  1d6  ×2  30 ft.  2 lb.  Piercing 
Sling  —  1d3  1d4  ×2  50 ft.  0 lb.  Bludgeoning 
Bullets, sling (10)  1 sp  —  —  —  —  5 lb.  — 
Martial Weapons  Cost  Dmg (S)  Dmg (M)  Critical  Range Increment  Weight1  Type^{2} 
Light Melee Weapons  
Axe, throwing  8 gp  1d4  1d6  ×2  10 ft.  2 lb.  Slashing 
Hammer, light  1 gp  1d3  1d4  ×2  20 ft.  2 lb.  Bludgeoning 
Handaxe  6 gp  1d4  1d6  ×3  —  3 lb.  Slashing 
Kukri  8 gp  1d3  1d4  18–20/×2  —  2 lb.  Slashing 
Pick, light  4 gp  1d3  1d4  ×4  —  3 lb.  Piercing 
Sap  1 gp  1d4^{3}  1d6^{3}  ×2  —  2 lb.  Bludgeoning 
Shield, light  special  1d2  1d3  ×2  —  special  Bludgeoning 
Spiked armor  special  1d4  1d6  ×2  —  special  Piercing 
Spiked shield, light  special  1d3  1d4  ×2  —  special  Piercing 
Sword, short  10 gp  1d4  1d6  19–20/×2  —  2 lb.  Piercing 
OneHanded Melee Weapons  
Battleaxe  10 gp  1d6  1d8  ×3  —  6 lb.  Slashing 
Flail  8 gp  1d6  1d8  ×2  —  5 lb.  Bludgeoning 
Longsword  15 gp  1d6  1d8  19–20/×2  —  4 lb.  Slashing 
Pick, heavy  8 gp  1d4  1d6  ×4  —  6 lb.  Piercing 
Rapier  20 gp  1d4  1d6  18–20/×2  —  2 lb.  Piercing 
Scimitar  15 gp  1d4  1d6  18–20/×2  —  4 lb.  Slashing 
Shield, heavy  special  1d3  1d4  ×2  —  special  Bludgeoning 
Spiked shield, heavy  special  1d4  1d6  ×2  —  special  Piercing 
Trident  15 gp  1d6  1d8  ×2  10 ft.  4 lb.  Piercing 
Warhammer  12 gp  1d6  1d8  ×3  —  5 lb.  Bludgeoning 
TwoHanded Melee Weapons  
Falchion  75 gp  1d6  2d4  18–20/×2  —  8 lb.  Slashing 
Glaive^{4}  8 gp  1d8  1d10  ×3  —  10 lb.  Slashing 
Greataxe  20 gp  1d10  1d12  ×3  —  12 lb.  Slashing 
Greatclub  5 gp  1d8  1d10  ×2  —  8 lb.  Bludgeoning 
Flail, heavy  15 gp  1d8  1d10  19–20/×2  —  10 lb.  Bludgeoning 
Greatsword  50 gp  1d10  2d6  19–20/×2  —  8 lb.  Slashing 
Guisarme^{4}  9 gp  1d6  2d4  ×3  —  12 lb.  Slashing 
Halberd  10 gp  1d8  1d10  ×3  —  12 lb.  Piercing or slashing 
Lance^{4}  10 gp  1d6  1d8  ×3  —  10 lb.  Piercing 
Ranseur^{4}  10 gp  1d6  2d4  ×3  —  12 lb.  Piercing 
Scythe  18 gp  1d6  2d4  ×4  —  10 lb.  Piercing or slashing 
Ranged Weapons  
Longbow  75 gp  1d6  1d8  ×3  100 ft.  3 lb.  Piercing 
Arrows (20)  1 gp  —  —  —  —  3 lb.  — 
Longbow, composite  100 gp  1d6  1d8  ×3  110 ft.  3 lb.  Piercing 
Arrows (20)  1 gp  —  —  —  —  3 lb.  — 
Shortbow  30 gp  1d4  1d6  ×3  60 ft.  2 lb.  Piercing 
Arrows (20)  1 gp  —  —  —  —  3 lb.  — 
Shortbow, composite  75 gp  1d4  1d6  ×3  70 ft.  2 lb.  Piercing 
Arrows (20)  1 gp  —  —  —  —  3 lb.  — 
Exotic Weapons  Cost  Dmg (S)  Dmg (M)  Critical  Range Increment  Weight^{1}  Type^{2} 
Light Melee Weapons  
Kama  2 gp  1d4  1d6  ×2  —  2 lb.  Slashing 
Nunchaku  2 gp  1d4  1d6  ×2  —  2 lb.  Bludgeoning 
Sai  1 gp  1d3  1d4  ×2  10 ft.  1 lb.  Bludgeoning 
Siangham  3 gp  1d4  1d6  ×2  —  1 lb.  Piercing 
OneHanded Melee Weapons  
Sword, bastard  35 gp  1d8  1d10  19–20/×2  —  6 lb.  Slashing 
Waraxe, dwarven  30 gp  1d8  1d10  ×3  —  8 lb.  Slashing 
Whip^{4}  1 gp  1d2^{3}  1d3^{3}  ×2  —  2 lb.  Slashing 
TwoHanded Melee Weapons  
Axe, orc double^{5}  60 gp  1d6/1d6  1d8/1d8  ×3  —  15 lb.  Slashing 
Chain, spiked^{4}  25 gp  1d6  2d4  ×2  —  10 lb.  Piercing 
Flail, dire^{5}  90 gp  1d6/1d6  1d8/1d8  ×2  —  10 lb.  Bludgeoning 
Hammer, gnome hooked^{5}  20 gp  1d6/1d4  1d8/1d6  ×3/×4  —  6 lb.  Bludgeoning/piercing 
Sword, twobladed^{5}  100 gp  1d6/1d6  1d8/1d8  19–20/×2  —  10 lb.  Slashing 
Urgrosh, dwarven^{5}  50 gp  1d6/1d4  1d8/1d6  ×3  —  12 lb.  Slashing/piercing 
Ranged Weapons  
Bolas  5 gp  1d3^{3}  1d4^{3}  ×2  10 ft.  2 lb.  Bludgeoning 
Crossbow, hand  100 gp  1d3  1d4  19–20/×2  30 ft.  2 lb.  Piercing 
Bolts (10)  1 gp  —  —  —  —  1 lb.  — 
Crossbow, repeating heavy  400 gp  1d8  1d10  19–20/×2  120 ft.  12 lb.  Piercing 
Bolts (5)  1 gp  —  —  —  —  1 lb.  — 
Crossbow, repeating light  250 gp  1d6  1d8  19–20/×2  80 ft.  6 lb.  Piercing 
Bolts (5)  1 gp  —  —  —  —  1 lb.  — 
Net  20 gp  —  —  —  10 ft.  6 lb.  — 
Shuriken (5)  1 gp  1  1d2  ×2  10 ft.  1/2 lb.  Piercing 

Armor  Cost  Armor/ Shield Bonus 
Maximum Dex Bonus 
Armor Check Penalty 
Arcane Spell Failure Chance 
Speed  Weight^{1}  

(30 ft.)  (20 ft.)  
Light Armor  
Padded  5 gp  +1  +8  0  5%  30 ft.  20 ft.  10 lb. 
Leather  10 gp  +2  +6  0  10%  30 ft.  20 ft.  15 lb. 
Studded leather  25 gp  +3  +5  –1  15%  30 ft.  20 ft.  20 lb. 
Chain shirt  100 gp  +4  +4  –2  20%  30 ft.  20 ft.  25 lb. 
Medium Armor  
Hide  15 gp  +3  +4  –3  20%  20 ft.  15 ft.  25 lb. 
Scale mail  50 gp  +4  +3  –4  25%  20 ft.  15 ft.  30 lb. 
Chainmail  150 gp  +5  +2  –5  30%  20 ft.  15 ft.  40 lb. 
Breastplate  200 gp  +5  +3  –4  25%  20 ft.  15 ft.  30 lb. 
Heavy Armor  
Splint mail  200 gp  +6  +0  –7  40%  20 ft.^{2}  15 ft.^{2}  45 lb. 
Banded mail  250 gp  +6  +1  –6  35%  20 ft.^{2}  15 ft.^{2}  35 lb. 
Halfplate  600 gp  +7  +0  –7  40%  20 ft.^{2}  15 ft.^{2}  50 lb. 
Full plate  1,500 gp  +8  +1  –6  35%  20 ft.^{2}  15 ft.^{2}  50 lb. 
Shields  
Buckler  15 gp  +1  —  –1  5%  —  —  5 lb. 
Shield, light wooden  3 gp  +1  —  –1  5%  —  —  5 lb. 
Shield, light steel  9 gp  +1  —  –1  5%  —  —  6 lb. 
Shield, heavy wooden  7 gp  +2  —  –2  15%  —  —  10 lb. 
Shield, heavy steel  20 gp  +2  —  –2  15%  —  —  15 lb. 
Shield, tower  30 gp  +4^{3}  +2  –10  50%  —  —  45 lb. 
Extras  
Armor spikes  +50 gp  —  —  —  —  —  —  +10 lb. 
Gauntlet, locked  8 gp  —  —  Special  ^{4}  —  —  +5 lb. 
Shield Spikes, Light or Heavy  +10 gp  —  —  —  —  —  —  +5 lb. 

Item  Cost  Weight 

Backpack (empty)  2 gp  2 lb.^{1} 
Barrel (empty)  2 gp  30 lb. 
Basket (empty)  4 sp  1 lb. 
Bedroll  1 sp  5 lb.^{1} 
Bell  1 gp  — 
Blanket, winter  5 sp  3 lb.^{1} 
Block and tackle  5 gp  5 lb. 
Bottle, wine, glass  2 gp  — 
Bucket (empty)  5 sp  2 lb. 
Caltrops  1 gp  2 lb. 
Candle  1 cp  — 
Canvas (sq. yd.)  1 sp  1 lb. 
Case, map or scroll  1 gp  1/2 lb. 
Chain (10 ft.)  30 gp  2 lb. 
Chalk, 1 piece  1 cp  — 
Chest (empty)  2 gp  25 lb. 
Crowbar  2 gp  5 lb. 
Firewood (per day)  1 cp  20 lb. 
Fishhook  1 sp  — 
Fishing net, 25 sq. ft.  4 gp  5 lb. 
Flask (empty)  3 cp  11/2 lb. 
Flint and steel  1 gp  — 
Grappling hook  1 gp  4 lb. 
Hammer  5 sp  2 lb. 
Ink (1 oz. vial)  8 gp  — 
Inkpen  1 sp  — 
Jug, clay  3 cp  9 lb. 
Ladder, 10foot  5 cp  20 lb. 
Lamp, common  1 sp  1 lb. 
Lantern, bullseye  12 gp  3 lb. 
Lantern, hooded  7 gp  2 lb. 
Lock  1 lb.  
 Very simple  20 gp  1 lb. 
 Average  40 gp  1 lb. 
 Good  80 gp  1 lb. 
 Amazing  150 gp  1 lb. 
Manacles  15 gp  2 lb. 
Manacles, masterwork  50 gp  2 lb. 
Mirror, small steel  10 gp  1/2 lb. 
Mug/Tankard, clay  2 cp  1 lb. 
Oil (1pint flask)  1 sp  1 lb. 
Paper (sheet)  4 sp  — 
Parchment (sheet)  2 sp  — 
Pick, miner’s  3 gp  10 lb. 
Pitcher, clay  2 cp  5 lb. 
Piton  1 sp  1/2 lb. 
Pole, 10foot  2 sp  8 lb. 
Pot, iron  5 sp  10 lb. 
Pouch, belt (empty)  1 gp  1/2 lb.^{1} 
Ram, portable  10 gp  20 lb. 
Rations, trail (per day)  5 sp  1 lb.^{1} 
Rope, hempen (50 ft.)  1 gp  10 lb. 
Rope, silk (50 ft.)  10 gp  5 lb. 
Sack (empty)  1 sp  1/2 lb.^{1} 
Sealing wax  1 gp  1 lb. 
Sewing needle  5 sp  — 
Signal whistle  8 sp  — 
Signet ring  5 gp  — 
Sledge  1 gp  10 lb. 
Soap (per lb.)  5 sp  1 lb. 
Spade or shovel  2 gp  8 lb. 
Spyglass  1,000 gp  1 lb. 
Tent  10 gp  20 lb.^{1} 
Torch  1 cp  1 lb. 
Vial, ink or potion  1 gp  1/10 lb. 
Waterskin  1 gp  4 lb.^{1} 
Whetstone  2 cp  1 lb. 

Item  Cost  Weight 

Acid (flask)  10 gp  1 lb. 
Alchemist’s fire (flask)  20 gp  1 lb. 
Antitoxin (vial)  50 gp  — 
Everburning torch  110 gp  1 lb. 
Holy water (flask)  25 gp  1 lb. 
Smokestick  20 gp  1/2 lb. 
Sunrod  2 gp  1 lb. 
Tanglefoot bag  50 gp  4 lb. 
Thunderstone  30 gp  1 lb. 
Tindertwig  1 gp  — 
Item  Cost  Weight 

Alchemist’s lab  500 gp  40 lb. 
Artisan’s tools  5 gp  5 lb. 
Artisan’s tools, masterwork  55 gp  5 lb. 
Climber’s kit  80 gp  5 lb.^{1} 
Disguise kit  50 gp  8 lb.^{1} 
Healer’s kit  50 gp  1 lb. 
Holly and mistletoe  —  — 
Holy symbol, wooden  1 gp  — 
Holy symbol, silver  25 gp  1 lb. 
Hourglass  25 gp  1 lb. 
Magnifying glass  100 gp  — 
Musical instrument, common  5 gp  3 lb.^{1} 
Musical instrument, masterwork  100 gp  3 lb.^{1} 
Scale, merchant’s  2 gp  1 lb. 
Spell component pouch  5 gp  2 lb. 
Spellbook, wizard’s (blank)  15 gp  3 lb. 
Thieves’ tools  30 gp  1 lb. 
Thieves’ tools, masterwork  100 gp  2 lb. 
Tool, masterwork  50 gp  1 lb. 
Water clock  1,000 gp  200 lb. 

Item  Cost  Weight 

Artisan’s outfit  1 gp  4 lb.^{1} 
Cleric’s vestments  5 gp  6 lb.^{1} 
Cold weather outfit  8 gp  7 lb.^{1} 
Courtier’s outfit  30 gp  6 lb.^{1} 
Entertainer’s outfit  3 gp  4 lb.^{1} 
Explorer’s outfit  10 gp  8 lb.^{1} 
Monk’s outfit  5 gp  2 lb.^{1} 
Noble’s outfit  75 gp  10 lb.^{1} 
Peasant’s outfit  1 sp  2 lb.^{1} 
Royal outfit  200 gp  15 lb.^{1} 
Scholar’s outfit  5 gp  6 lb.^{1} 
Traveler’s outfit  1 gp  5 lb.^{1} 

Item  Cost  Weight 

Ale  
 Gallon  2 sp  8 lb. 
 Mug  4 cp  1 lb. 
Banquet (per person)  10 gp  — 
Bread, per loaf  2 cp  1/2 lb. 
Cheese, hunk of  1 sp  1/2 lb. 
Inn stay (per day)  
 Good  2 gp  — 
 Common  5 sp  — 
 Poor  2 sp  — 
Meals (per day)  
 Good  5 sp  — 
 Common  3 sp  — 
 Poor  1 sp  — 
Meat, chunk of  3 sp  1/2 lb. 
Wine  
 Common (pitcher)  2 sp  6 lb. 
 Fine (bottle)  10 gp  11/2 lb. 
Poison  Type  Initial Damage  Secondary Damage  Price 

Nitharit  Contact DC 13  0  3d6 Con  650 gp 
Sassone leaf residue  Contact DC 16  2d12 hp  1d6 Con  300 gp 
Malyss root paste  Contact DC 16  1 Dex  2d4 Dex  500 gp 
Terinav root  Contact DC 16  1d6 Dex  2d6 Dex  750 gp 
Black lotus extract  Contact DC 20  3d6 Con  3d6 Con  4,500 gp 
Dragon bile  Contact DC 26  3d6 Str  0  1,500 gp 
Striped toadstool  Ingested DC 11  1 Wis  2d6 Wis + 1d4 Int  180 gp 
Arsenic  Ingested DC 13  1 Con  1d8 Con  120 gp 
Id moss  Ingested DC 14  1d4 Int  2d6 Int  125 gp 
Oil of taggit  Ingested DC 15  0  Unconsciousness  90 gp 
Lich dust  Ingested DC 17  2d6 Str  1d6 Str  250 gp 
Dark reaver powder  Ingested DC 18  2d6 Con  1d6 Con + 1d6 Str  300 gp 
Ungol dust  Inhaled DC 15  1 Cha  1d6 Cha + 1 Cha^{1}  1,000 gp 
Insanity mist  Inhaled DC 15  1d4 Wis  2d6 Wis  1,500 gp 
Burnt othur fumes  Inhaled DC 18  1 Con^{1}  3d6 Con  2,100 gp 
Black adder venom  Injury DC 11  1d6 Con  1d6 Con  120 gp 
Small centipede poison  Injury DC 11  1d2 Dex  1d2 Dex  90 gp 
Bloodroot  Injury DC 12  0  1d4 Con + 1d3 Wis  100 gp 
Drow poison  Injury DC 13  Unconsciousness  Unconsciousness for 2d4 hours  75gp 
Greenblood oil  Injury DC 13  1 Con  1d2 Con  100 gp 
Blue whinnis  Injury DC 14  1 Con  Unconsciousness  120 gp 
Medium spider venom  Injury DC 14  1d4 Str  1d4 Str  150 gp 
Shadow essence  Injury DC 17  1 Str^{1}  2d6 Str  250 gp 
Wyvern poison  Injury DC 17  2d6 Con  2d6 Con  3,000 gp 
Large scorpion venom  Injury DC 18  1d6 Str  1d6 Str  200 gp 
Giant wasp poison  Injury DC 18  1d6 Dex  1d6 Dex  210 gp 
Deathblade  Injury DC 20  1d6 Con  2d6 Con  1,800 gp 
Purple worm poison  Injury DC 24  1d6 Str  2d6 Str  700 gp 
Vehicles and Mounts[edit]
Item  Cost  Weight 

Barding  
 Medium creature  ×2  ×1 
 Large creature  ×4  ×2 
Bit and bridle[1]  2 gp  1 lb. 
Dog, guard  25 gp  — 
Dog, riding  150 gp  — 
Donkey or mule  8 gp  — 
Feed (per day)  5 cp  10 lb. 
Horse  
 Horse, heavy  200 gp  — 
 Horse, light  75 gp  — 
 Pony  30 gp  — 
 Warhorse, heavy  400 gp  — 
 Warhorse, light  150 gp  — 
 Warpony  100 gp  — 
Saddle  
 Military  20 gp  30 lb. 
 Pack  5 gp  15 lb. 
 Riding  10 gp  25 lb. 
Saddle, Exotic  
 Military  60 gp  40 lb. 
 Pack  15 gp  20 lb. 
 Riding  30 gp  30 lb. 
 Saddlebags  4 gp  8 lb. 
Stabling (per day)  5 sp  — 
Item  Cost  Weight 

Carriage  100 gp  600 lb. 
Cart  15 gp  200 lb. 
Galley  30,000 gp  — 
Keelboat  3,000 gp  — 
Longship  10,000 gp  — 
Rowboat  50 gp  100 lb. 
Oar  2 gp  10 lb. 
Sailing ship  10,000 gp  — 
Sled  20 gp  300 lb. 
Wagon  35 gp  400 lb. 
Warship  25,000 gp  — 
Magic Items[edit]
Other[edit]
Special Materials[edit]
Service  Cost  

Coach cab  3 cp per mile  
Hireling, trained  3 sp per day  
Hireling, untrained  1 sp per day  
Messenger  2 cp per mile  
Road or gate toll  1 cp  
Ship’s passage  1 sp per mile  
Spell, 0level  Caster level x5 gp^{1}  
Spell, 1stlevel  Caster level x10 gp^{1}  
Spell, 2ndlevel  Caster level x20 gp^{1}  
Spell, 3rdlevel  Caster level x30 gp^{1}  
Spell, 4thlevel  Caster level x40 gp^{1}  
Spell, 5thlevel  Caster level x50 gp^{1}  
Spell, 6thlevel  Caster level x60 gp^{1}  
Spell, 7thlevel  Caster level x70 gp^{1}  
Spell, 8thlevel  Caster level x80 gp^{1}  
Spell, 9thlevel  Caster level x90 gp^{1}  

Coach Cab[edit]
The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.
Hireling, Trained[edit]
The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.
Hireling, Untrained[edit]
The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.
Messenger[edit]
This entry includes horseriding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.
Road or Gate Toll[edit]
A toll is sometimes charged to cross a welltrodden, wellkept, and wellguarded road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).
Ship’s Passage[edit]
Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.
Spell[edit]
The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no.
The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of that component to the cost of the spell.
If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost.
Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren’t returning with the caster.
In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1stlevel spells, a large town for 2ndlevel spells, a small city for 3rd or 4thlevel spells, a large city for 5th or 6thlevel spells, and a metropolis for 7th or 8thlevel spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9thlevel spells.
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