| yourstruly42 |
There are rules for how much a spellcaster charges to cast a spell. But how much for Channel Energy? And should it cost more if the cleric or life oracle has put a bunch of feats into making that better?
This is actually a question that's about to come up for us in our game. We're taking charge of a village that we're hoping to expand into a town / city, and one of the main antagonists for this module is a tax collector. So the question of "how much should be charged for channel energy" and its corollary "how many TAXES should be paid for a channel energy" is about to become a major issue for us. I haven't seen channel energy listed anywhere in the equipment price lists.
My current thought is to charge for it as the equivalent of "mass cure X" where X is whatever cure spell is closest to the HP you can heal with your channel energy dice (for me at 4th level / 2d6, it'd be mass cure light wounds), cast at my current class level. So 4th level character x 5th level spell (even though technically I can't cast 5th level spells yet) x 10 gp. Does anyone else have thoughts for how might be the best way to go about this?