Cost for Channel Energy?


Pathfinder First Edition General Discussion

Liberty's Edge

Heya,

I just had an interesting question pop up from another player, and we're chatting with our GM about it so we decided to level the question here as well to gain a little more input.

It typically costs money to cast a spell, and we would imagine that cure spells would be one of the most common spells paid for. However, if there are a number of people injured the cleric might use Channel Positive Energy instead for a quick fix.

If that is used, what should the cost for it be? I am thinking that as the level increases it should scale like a spell in terms of cost (maybe use the actual spell cost progression). What do you guys think?


I would go with something like caster level squared X 5GP or 10GP. The normal math is Caster Level X Spell Level X 10GP so it breaks down like this.

Spells Cast For Hire Cost:
Spell Level- 1st~10GP, 2nd~60GP, 3rd~150GP, 4th~280GP, 5th~450GP, 6th~660GP, 7th~910GP, 8th~1,200GP, 9th~1,530GP And Highest Possible 9th(Lvl20)~1,800 GP

Below is a little break down for channel. If you use 10GP the cost is more, but as it is an AOE effect I feel it should cost more then single target spells. (It could be argued that if multiple people receive a spell cast on them they each must pay for the full spell anyway.) If you cut the totals in half you get the 5GP per caster level... a little less at the lower levels but more at the higher levels.

Channel Positive Energy For Hire Suggested Cost:
Channel (Cleric Level)- 1st~10GP, 3rd~90GP, 5th~250GP, 7th~490GP, 9th~810GP, 11th~1,210GP, 13th~1,690GP, 15th~2,250GP, 17th~2,890 and Highest Possible 20th~4,000GP

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