Contradiction on spellcasting services between rulebooks?


Rules Questions


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Apologies if this has already been addressed, I could not find it in my search-fu.

There appears to be a contradiction in the available level of spellcasting services in settlements. The core rulebook states this for spellcasting:

core rules say wrote:

The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This price assumes that you can go to the spellcaster and have the spell cast at her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question, though you may be lucky enough to find someone who has it prepared that day or a spontaneous caster who knows it). If you want to bring the spellcaster somewhere to cast a spell (for example, to cast dispel magic on a magical seal in a dungeon) you need to negotiate with her; the default answer to such requests is typically no, since most people don't actually like to go on unexpected life-threatening adventures.

The price given is for any spell that does not require a costly material component. 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 a spell has dangerous consequences (such as contact other plane, which has a risk of decreasing the caster's Intelligence and Charisma), 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). If these additional costs put the total spellcasting price above 3,000 gp, the spell is not generally available.

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 (one for the caster to take you there and one for the caster to return), even if you aren't returning with the caster.

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 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.

The Gamemastery guide has a table which lists 4th level spells as being the highest available in a small town. see this link:

Which would put the Gamemastery rules as being canon (being the most recent). However, the Equipment guide repeats the Core Rulebook, so is the Core Rulebook canon again?

Honestly, I think there's a typ-o in the Gamemastery book and that line should be character level and not spell level. I know that drastically drops the level of spells available in a metropolis, but I view the rules as for nameless NPCs and not NPCs who work in magical acadamies or what not. I think those would be important and named NPCs and not applicable to these rules.


I don't see the error. The core rulebook is stating the minimum spell level available, while the GMG is stating the maximum. So in a small town you could reasonably expect to find someone capable of casting 1st-4th level spells but if you wanted a 5th level spell cast then you should go to large city or bigger.


I don't follow GM Wulfson. By your accounting the table would go like this:

small town 1st-4th level spells
large town 2nd-5th level spells
small city 3rd (or 4th) - 6th level spells...

and so on until metropolis where you can only get 8th level spells. That makes little sense, why could I get a 6th level spell in a small city but not a 2nd level spell? (also, i don't see where they use the word 'minimum').

It comes much closer if its caster level in the GMG instead of spell level.


Core Rules wrote:
Not every town or village has a spellcaster of sufficient level to cast any spell.

Emphasis mine.

Simple: the highest level spell in that settlement is based on the available caster, but not any spell is available because not every type of caster can be found.

Thorp: The town is a small settlement near a desert oasis. The spellcaster is a grizzled 5th level desert-riding ranger. Both GMG and Core Rules are met.

Hamlet: The settlement is a small keep where an 8th level paladin and their fourth level cleric adviser hold back raiding gnolls. Both GMG and Core Rules are met.

Village: A 6th level wizard retired here, so the actual repertoire of arcane spells is quite limited to what he or she knows, and the local divine caster is a 6th level oracle. Again, both are met.

Small town: The town's high priest is a seventh level NG priest of Sarenrae, so he or she is not going to cast any evil divine spells. She's served by a 3rd level paladin of Sarenrae, and they screen out requests from non-penitent evil-aligned individuals. The next most powerful caster is a 6th level summoner and then a 5th level alchemist.

Not any spell is available, but as you move up in size, a broader and broader list of casters is available, giving you a higher likelihood to find a given spell. It's not just caster level you need, but depth; how else are you going to be sure you can find a spell you want?


So what you're saying is that in a large town there is a caster that can only cast 2nd thru 5th level spell( i.e. he's forgotten how to cast 1st level spells)? It stands to reason that if you can cast 2nd level spells you can also cast 1st. Your Wizard doesn't forget how to cast 1st level spells once he reaches 3rd level does he?


You're misunderstanding. What he is saying is that, at a minimum, you can find a caster capable of casting 1st level spells in a small town. Sometimes, you can find one capable of casting spells up to 4th level. Of course they can cast lower level spells as well.

Does that make more sense?


No GM Wulfson, I'm saying that's the logical conclusion of your argument. You're setting the minimum level by what's in the Core, and the max by what's in the GMG. Am I incorrect there? If so, i apologize, but that is what it sounded like.

The other option is that the core rulebook is completely discounted, which means that Ultimnate Equipment is incorrect as well.

Look, the core says "In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells,..." Which means that you can't find a second level spell in a small town. You have to go to a large town for that.

Whereas the GMG lists 4th level spells as the maximum for a small town. It obviously cannot be both.

My gut feeling is to ignore the GMG as a typo and go with the core rulebook.

Edited to add: GM Wulfson, it appears the confusion between you and I is in your use of the word "minimum:

GM Wulfson wrote:
The core rulebook is stating the minimum spell level available, while the GMG is stating the maximum.

I'm going to guess that you mean the "maximum readily available?" but then you have two maximums... the Core maximum and the GMG maximum. How do you decide which one a spell falls into?


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No, that is not the logical conclusion of his argument -- that is the fallacy at the end of the rainbow you have chosen to grab.

The GMG states:

Quote:
Spellcasting Unlike magic items, spellcasting for hire is listed separately from the town's base value, since spellcasting is limited by the level of the available spellcasters in town. This line lists the highest-level spell available for purchase from spellcasters in town. A town's base spellcasting level depends on its type.

Core has:

Quote:
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 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.

Core does not say you cannot find higher level spell casting in a smaller area -- it says if you want to be reasonably assured of finding a spell caster capable of casting x spell -- in the section about buying spellcasting services -- this isn't just "any caster" it is specifically "Any caster capable of casting the spell you want in this spell level range can be reasonably found in a settlement of this size."

So if we look at these together we have:

Throp -- Highest spell level generally available 1* (no guarantee of what type of spells)
Hamlet -- Highest spell level generally available 2* (no guarantee of what type of spells)
Village -- Highest spell level generally available 3* (no guarantee of what type of spells)
Small town -- highest spell level generally available 4* (no guarantee of what type of spells)
Large town -- highest spell level generally available 5* (likely to find 1st level~2nd spells of any class)
Small City -- highest spell level generally available 6* (likely to find 3rd~4th level spells of any class)
...
and so on and so forth.

Notice that nothing here contradicts what GM Wulfson said. The Core gives us "Minimum highest spell level for most classes and assurance you can find someone to cast the spell you want" and the GMG gives us "Highest spell level for any caster without regard to class or if they can cast the spell you want".

I can be the highest level caster in town be able to cast 5th level spells and that does jack all if you want a lesser restoration instead of my teleport.


Oh I get it now.

So the one rule says that this is what I'll find if I look and ask around and the other rule says these are things that exist that I'll (almost) never see.

Thanks everyone for the clarification!


Pretty much -- it's the GMG for a reason. It so the GM can decide what's in the area and how that would effect his world, and to help build 'realism' (such as it is) into the campaign.

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