Shadowrun

Shadowrun General => General Discussion => Topic started by: Senko on <09-12-16/1341:39>

Title: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <09-12-16/1341:39>
First off this is purely speculation for my own interest not game related in any way hence why its in general. While most mages would be on a contract or runners I'm curious what people think an independant mage could sell a spell or potion for. That is how much would they be likely to get selling a healthy glow potion to celebrities for their parties or a trid entertainment spell to a childs birthday party. Personally I think they could get a decent price for them given the relative scarcity of these things but not too much as a lot of corporate workers would go via their own corporate stores. I'd be inclined to go with average prices of . . .

Potion: 1.500 to 2,500 yen each.
Spells: 500 to 1,000 yen each

with variations depending on power/nature e.g a spell of move earth would fetch a different price when clearing a path to trapped miners than it would in preparing the foundations for a new skyrise.The potions would sell for more because they have hard time limits associated with them requiring them to be made, shipped and used very quickly requiring you book in advance while spells you can work out a time the mage will be available more easily. Again obviously these wouldn't be for an actual game because it'd provide mage runners a source of income that is better represented by things like day job. Just world building musings what do you think?
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Overbyte on <09-13-16/2132:51>
Seems like any pricing would have to be tied to Potency. And they would have to be a lot cheaper than you mention IMO, because they are very/fast easy to make and most be sold very quickly (within hours) or they go bad.
Think how much you could make per day cranking out potions. Your healthy glow is a great example.
A good alchemist could easily make 3-4 of these a day and if they sold them for 2000 a piece they would make 6-8000 nuyen a day.
Thats well over 100,000 a month!
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <09-14-16/0511:47>
Hmmmm I didn't think they'd be selling them that fast sure you can make 3-4 healthy glow potions a day but would you sell all of them 7 day's a week? If so then yes it would be a lower price but even with the strong desire for good locks I can't see that heavy a demand.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Kiirnodel on <09-14-16/0545:33>
This question has been talked about before, and I think the biggest thing to take away is that spellcasting for others is a lot more dangerous than people think.

Now, not because drain is an issue, but more from a legal ramifications standpoint. You need to remember that spells leave behind a signature tied to the caster. So if someone orders a spellcasting (especially in preparation form), and then goes out and does a crime, it can get tied back to that spellcaster. So there is a very limited market for public spellcasting services. Plus, a lot of people are going to be distrustful of strangers casting spells, suspicious of what having a spell sustained on them long-term might do. Mundanes walking around with quickened spells, for instance, are just asking for trouble as they don't have any way to avoid the attention that would attract.

All in all, I would say that most spellcasting as a service industry just falls into high end services in general. Someone casting Healthy Glow on a patient is part of the premier service in healthcare. Using Shape [Material] is done in the high grade fabrications to reduce tool-marks. Any services that can be done "better" by magic would probably just be the high-end level of that service. The sort of stuff people pay 10-100 times normal mark-up to get.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <09-14-16/0716:28>
Sorry I think I wasn't really clear I wasn't talking specifically about individual mages/runners running a "spells R us" shop at the kiosk but a more general what would spells cost. Whether your getting that healthy glow spell from the aforementioned kiosk or the highly exclusive Pampers health spa there is going to be a cost attached. That's what I'm wondering about just like when you hire an electrician from a company you pay them X which is then split up between office salaries, insurance, paying the actual electrician, etc. How much do you pay for a spell/potion/magical service. To use your example a major company is repairing a restraining wall for the railways. They come in lay the metal reinforcement, spray on the concrete and then when its in place a company mage shows up and casts shape concrete to give it the desired smooth finish with maybe a few nice patterns of fish. You have to pay the company something for the mage's spell casting to smooth the concrete even if it'll be lumped into the general construction costs of X concrete, Y vehicles, Z men, Q mage spell all to work out the final quote.

Which brings us back to my earlier costs if your paying a massive mark up. This isn't "mates rates" where the mage you know does a trid entertainment for your kids birthday party and maybe charges you materials this is you paying "Parties To Go" for some entertainment you need to pay for the spell components, for the mages time, for the insurance, for the office mark up and so on.

Now for a long term job or mass production its easy to work out. length of job * Mages Time (Day job, 50k work out hour rate) + materials (if needed) + X (overheads insurance, office cut etc I'd say 2 * the mages hourly rate). You need the earth cleared for a foundation of a building and it'll take 9 8 hour day's of move earth or 1 day for 9 mages either way its (9 * (mages rate + X) + Parts, same if you order a stock of potions you pay (Time * (Mages rate + X) + Parts. Its the one off costs that throw me if you only want a mage to cast one spell or make one potion. I'm not sure how to work that out. To use the health spa again you have a mage on staff casting healthy glow on the rich socialites frequenting it how do you work out what they'd pay for that part of their spa treatment. You can't use my formula because the mage while still on X an hour might cast a dozen healthy glow spells in that time. Its not what the mage earns that is my focus its what the client pays.

If you see what I mean?

On a seperate note I imagine magical licensing as being much like electricial licensing basically you pay for any parts, for the electricians time and an extra on top to cover office expenses like the office staff salary and insurance. So while an electrician might only earn 31 dollars an hour (if they're lucky) you'll be paying 94 + parts an hour with the extra 63 going for other expenses. While the mage has to pay off their education expenses, for their license and if they're working for themselves insurance and the like to cover them against someone using a potion to commit a crime. Of course I also doubt most mages would sell things like invisibility, grenade, mindprobe, etc spells purely for the legal reasons. However that's another thread (albeit an interesting one) I really should restart the magical law one sometime.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Kiirnodel on <09-15-16/0748:33>
Well, different spells would cost very different amounts, based on time, risk, skill, and availability (how common the spell is, not availability for items in the rulebook).

And like I said, I don't think an average joe is going to have access to a "contracted mage" to be able to just hire spellcasting services. That sort of service falls more in line with having a corporate mage whose task is to provide the required service.

But as far as your question goes, I can't really give a good answer because, sort of like other contracted work, there aren't a lot of resources for what specific services are valued at.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <09-15-16/1341:41>
Hence my problem and question  ;D I like worldbuilding.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Overbyte on <09-15-16/2126:14>
Hmmmm I didn't think they'd be selling them that fast sure you can make 3-4 healthy glow potions a day but would you sell all of them 7 day's a week? If so then yes it would be a lower price but even with the strong desire for good locks I can't see that heavy a demand.

You are looking at the specifics and not my general point.
If you can't sell the potions you wouldn't make them, because as I said they only last a few hours. They have very little "shelf life" according to RAW.
And it takes almost no time to make. I think your idea of working backwards from total income is not a bad idea.
Ive done a lot of contracting work and the rates are based on the following:

1) Imagine you are working for a company, getting all the perks of and office, desk, computer, health care, dental, retirement, etc. Lets say you would make $100,000 per year.
2) When companies hire you out to others (or to the government) they figure in the "overhead" of all these perks. Around +100% isn't unusual. So when you are a private contractor you mark up your price by that much because you will have to personally provide these things for yourself. That makes the 100k per year, 200K.
3) There are approximately 2000 working hours in the year. So you would charge $100 per hour.
4) You might take into account that as a contractor you won't have work 100% of the time and therefore need to make that up with your hourly rate. Lets say that you will only have work 80% of the time. This makes your rate +20%. or $120 per hour.
5) Now.. how long does it take you to do whatever task is involved? Just figure out how much to charge given the hourly rate.

Now.. in SR if you are a mage, you would probably have to include the "average down time" from casting a spell into the total time required to do the task.
So lets see what we get:
1) Lets say that a good wage mage will make enough for a High Lifestyle (10k per month). That's 120k per year. or 150 per hour.
2) You want him to cast a spell for you that is likely to result in a few stun worth of drain which will take a few hours to rest up from.
3) Cost = 150 * 3 = 750 nuyen.

Now you might also figure in (as many contractors do) minimum charges (1 hour perhaps) and travel time/expenses.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <09-16-16/0345:42>
Thanks, I hadn't thought of factoring in the downtime afterwards for the spell. Of course this still runs into the same problem I've been struggling with and that's how to handle the one off spells in a short span of time (We'll leave aside potions for now because the rules for them are pretty bad in my opinion). That is not what mage X makes but if mage X casts lets say 5 healthy glow spells over the course of an hour on 5 different clients of the Hirohito Health Resort what do those clients pay. The mage's salary is fixed they earn 10k a month, 120k a year and their job for this day is to cast healthy glow on the people who paid for that so they'd look more attractive at tonights big gala. Those people are going to get the costs for that spell added to their bill (Massage, soak in the mineral waters of its baths, pedicure, manicure, Healthy glow).

So lets consider your estimate and see if it works. There's no travel expenses, no downtime as their not casting it at a high enough level to knock themselves out and no resources (we'll assume a fairly decent wage mage that can easily handle this workload for their 6 hour day). Which leaves us with a nice simple 150 nuyen cost as a minimum since that covers the spa's expenses, a nice profit and the mages wage. If they charge each client that amount (lots of profit for them) that's 50 yen less than a animatronic action figure or cheap suit and 50 yen more more than an animatronic plush toy or undgrad textbook. That doesn't seem to bad for me actually. Especially considering the clientelle who'd be paying for those services. The mage earns 10k a month while the company is earning that in maybe a week. However we don't have your earlier problem of that mage earning that much in a day because if they tried they'd run into all the expenses to eat it up (buying/renting the building, providing the other services, building the clientelle, hiring other mages when they can't keep up with the workload etc).

Of course the other alternative is to split the costs and keep the base the same although I don't like that. If only because of the difficulty in dealing with a mage charing 15 nuyen if they get 10 clients in an hour and 30 if they get five or 150 if they get one.

It also fits in fairly well with the run faster table. Unskilled labour is 8 yen/hour, highly skilled 50, good prostitution 100 and a nice escort service 500. So a mage earns more than general labour and prostitution but less than a nice escort service (significantly less). Not sure if that's labour in the general sense i.e. highly skilled = doctors/laywers (medical is 50 for cheap service and 500 for emergency so there's a huge range there) or in the more specific of labour but skilled i.e. electrician blue collar but really needs to know what they're doing or people die/have their house burn down.

Honestly I rather like mage services being 150 yen/hour or part there of + materials (reagents) and going off both casting and recover time with perhaps a 500 yen/hour for emergency services. whatever they would be. It also means that in my above example of the health spa the spells could be offered at a discount for job lots e.g. you purchase a healthy glow spell as part of your treatment it costs 100 yen (assuming a spa with enough clientelle to guarantee at least 2 spells an hour thus earning the minimum 150 to keep a mage on staff) if you buy 2-5 its a 20% discount meaning you only pay 160 for 2 or 400 for five, a 35% discount for 6-10 meaning if you bring 5 friends you only pay 390 yen in total (cheaper than if you brought 5) and if you bring 9 585 yen and a 50% discount for 11 or more people meaning if you brought 10 friends you'd only pay 550 for the healthy glow spells on all of you. Expensive sure but not that much considering your all chipping in 50 yen each the price of a good meal out. Meanwhile the company makes a profit even if they hired 3 mages to handle the load of 11 people that's only 450 yen meaning they still made a hundred yen pure profit that hour assuming no other work and of the 450 a significant portion goes to pay off their operating expenses anyway rather than the mages salaries. On top of which they're also making money off any other things the group buys while visiting (manicure, pedicure, soak, massage, drinks and snacks, etc).
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: markc on <09-16-16/1434:55>
In very general terms that probably will not help you much,
 Companies do this all the time, they take what you can do and then charge more for it and after a time if you are making them a $$ and you ask for a raise they give it to you.
 The other thing to remember is that companies have a lot of overhead to include in there price. For example you health spa, location, building maintenance, cleaning service, materials, other labor the company depends on to operate, insurance (all types) and factoring in seasonal business price adjustment (ie if a spa is primarily used in the summer you have to make enough $$ to live through the winter so you can operate again the in the summer)

MDC

 
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <09-16-16/1821:40>
True but that's why I like the 150 or part there of for magical services. That way Jim's Mages contracts out to supply a mage for clearing the earth in a new highrise construction as there's a lot of cables and they want to ensure those aren't damaged by normal excavation techniques. He charges them 8 * 3 * 150 (a mage's services for 2 work day's and a day for them to recover) = 3,600 Yen. The actual mage's Salary is 60 yen an hour  (well a bit more but for simplicity all these numbers are for a mage earning 120k after tax as per the game system, it'd be more than 150 as well but anyway) but that's only used to work out overtime and profit since they're on 120k a year + overtime work. This means its 60 * 8 * 3 = 1,440. Jim's Mages has made 2,160 yen for that contract which they can use to help pay rent, insurance, Jim's Salary, etc. That's from 1 mage working a 3 day contract if Jim's mages had 11 mages on payroll working 5 day's a week you'd be looking at an average assuming he can find enough business to keep them at work each day of . . .

60 * 8 * 5 * 11 = 26,400 (Mage Salary)
150 * 8 * 5 * 11 = 66,000 (Payments)
66,000 - 26,400 = 39,600 (Earnings)

So even after paying all his mages he's earnt nearly 40 thousand yen in one week to pay for building rent, advertising, insurance, his own salary and so on. For a place like the health spa they're doing the same  150 per spell the mage casts means 80 yen for them to use as they need and if the mage casts a second spell in that hour its now 230 yen for them, a third spell is 380 yen in one hour. Of course this is as long as your talking about a mage casting the spell on different customers and not being contracted out so all those spells come under the 1 hour contract fee.

This also lets them discourage independant contracters from competing because they can afford to give options an individual mage can't if a company mage is off sick they move another to cover those jobs, if an independant mage is sick they lose those jobs or work sick, if company mages are competing against an independant for jobs the company can offer lower prices and cover the costs from other work.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Overbyte on <09-16-16/1825:15>
Senko posted while I was writing this.. but I'll post it anyway..
I kinda like where this discussion is going and thinking about how you might quickly figure out a charge for such things.

In very general terms that probably will not help you much,
 Companies do this all the time, they take what you can do and then charge more for it and after a time if you are making them a $$ and you ask for a raise they give it to you.
 The other thing to remember is that companies have a lot of overhead to include in there price. For example you health spa, location, building maintenance, cleaning service, materials, other labor the company depends on to operate, insurance (all types) and factoring in seasonal business price adjustment (ie if a spa is primarily used in the summer you have to make enough $$ to live through the winter so you can operate again the in the summer)

MDC

I'm not exactly sure what you are saying here.
This is what companies call "Overhead". As I was referencing in my post.
Overhead includes such things as "General and Administrative" costs (also know as G & A), and profit.
For example, government contracts usually stipulate that you may take no more than 8% profit or something like that. The rest of the overhead is real costs. Lease of the building, salary of administrative personnel that can't be "direct billed" to clients, toilet paper in the bathroom, whatever.
When I had my own company I could keep overhead down to 50%. I've worked at companies that were as low as 70% and ones as high as 200%. But 100% is generally reasonable/standard.
So if you have a mage on staff at a spa, you consider his salary and then mark it up by 100% to your clients assuming that he gets all the company perks (as mentioned in my original post). If not, then you have to pay him as a consultant and give him his full fee (which would be 100% than if he was on salary) and bill your clients that amount plus whatever profit (if any) you want to add on. That profit could be as low as 0% if they feel that just having the service adds to business revenue in other ways, or whatever they think the customers will pay.

As another point of reference a Street Doc gets 500 nuyen a day according to SR medicine tables. What this means exactly is of course unknown, but I would assume that is for someone operating out of a small clinic (perhaps with only one doctor) so the overhead is built into that number. However, that number might be low if they only trreated one person at a time. I would assume that number would have to be based on having a few patients (at least) paying that fee at all times, so the doctor is making a "decent" wage. And emergency services, along with any costly supplies would be billed as additional expenses but nurse salary, rent and ordinary supplies (like bandages and medkit supplies) would already be factored in. A good Street Doc might have very high overhead given the nature of the equipment and supplies you would need. So at 500 per day, or 15k per month you'd really be scraping by at Low-Middle Lifestyle or less with only one patient at a time.

So your buddy takes a bullet and is looking bad.. you don't want to take him to a corp hospital because they'll ask questions, but you have the number of a doc that does house calls.
What's he gunna charge you?
Well he might start at the same 150 nuyen per hour with a minimum of 1 hour.
Maybe he charges a 50 nuyen premium because its a rough neighborhood.
But he's going to charge you for the Trauma Patch (500 nuyen) with perhaps a little markup (600 nuyen)
And then another 100 (including markup) for the tranq patch to help your buddy rest comfortably.
So you might be looking at 900 nuyen.. but its better than dying.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Reaver on <09-16-16/1945:10>
Overbyte has done a good job of laying it out.

Speaking as a contract worker for a construction firm, I can tell you what we bill for my time, is not the sane as what I get paid.

My last contract had a bill rate of $375 an hour, and of that, I saw $170/hour in pay and benefits. That other $205/hr goes to the company, and pays for the tools, toys, buildings, and Admin department. Whatever is left over at the end of the month, the owners take part of it as their pay and invest the rest back into the firm.
Basically, for the last 2 years I have made more as an employee then the owners.


An other way to look at this is:
When you go to the store to buy milk, which one do you buy? The one that expires in a day, or the one that expires in 2 weeks?

A mage selling a preperation has a lifespan of hours before it is useless, so what can he charge for such a limited time item? Who is going to buy such a limited time item at 'X' cost? After all, if the customer buys an item at noon, by dinner its useless (6pm).

Spells are a little different. For a spell to be quickened, your need an experienced mage (initiated) and he needs to know the spell. And he needs to have karma to burn....

All things that point to a more specialized service then a store front you can just walk into, have a spell cast, and walk out. For such services, provided the mage is willing, I would expect to see a price tag of several thousand PER casting. With no warranties on lifespan, effect or value..... And that's assuming the 'Law' allows the sale of active spells, which I am not certain it does. (I KNOW its illegal in some countries)
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <09-17-16/0013:38>
By and large I agree with you (which is why I've houseruled alchemy otherwise is practically useless) however there are exceptions. I used healthy glow specifically because it is one of those exceptions that could (legal issues aside) see good business at a high end health spa with multiple customers/casting per hour. This being because once cast its permanent (barring general wear and tear from your lifestyle as normal) with mechanical benefits to social and medicine lasting for 24 hours before people adjust. So you could easily have this being cast to ensure people are at their best for that important social event that eavening. Another would be stabilize in an emergency clinic (covered by health insurance per person), detox at detox clinics and so on.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Kiirnodel on <09-17-16/0352:47>
For the most part, I think the discussion is pretty on-par for how you determine things like pricing, but I just wanted to reiterate that in the Shadowrun setting, spellcasting (in general) has never really been a particularly viable service. Not saying that magical items aren't, Talismongers are a time-honored profession. But a mage who is hired (by a private citizen) to perform spellcasting isn't something that is really seen. That's why I emphasized the idea that certain services might include spellcastings as part of higher quality service, but not necessarily something that you can really go into a shop and "order a spell."

There are a lot of reasons for this, and some have at least partially been mentioned. Preparations for example, have a short shelf life. Not only that, but they can't be triggered by anyone other than the original creator (or set up to to off after a certain amount of time, or by touch) which means you really can't order those preparations to go.
And of course as I mentioned before is the fact that handing out spells is potentially dangerous to the caster in more ways than one.

So my answer to the original question is that there really shouldn't be an easy "spells sell for X" answer. I don't think they should be readily available. But if you do happen to find a magician who is willing to sell their services, you can definitely expect a higher rate, or at least a hefty surcharge for the service provided.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <09-17-16/0418:05>
I do see where you're coming from it just seems to go against some of the fluff (not that there's much of an argument given some of the 5th ed editing  ::)). Things like this from healthy glow . . .

"Healthy glow is a popular spell with the well-to-do, or those who want to appear well-to-do"

or Detox . . .

"Detox is the hangover cure of choice among those who can afford it."

Translate . . .

"This spell is often used for international, corporate and government conversations."

good old trid entertainment/phantasm . . .

"These spells are used for amusement as well as art. The entertainment industry uses illusionists as literal special effects wizards."'

Of course it goes on to say

"Only the wealthy can afford the unique experiences offered by such magicians first hand."

Still given that the average day job pays 50k after tax and the middle lifestyle is 50k to support that works well enough. So there is definately a market for mages with people buying their services and I think what we have here would work well enough for that. Bear in mind we aren't talking about a PC mage going I'll cast X for 150 nuyen (GM's have plenty of tools to stop that) but about companies charging people to hire the mages they have on staff for a job/period of time e.g. clearing earth in an area with lots of cables or to have said mages casting a specific spell/set of spells for them e.g. healthy glow as part of a spa treatment. Sure it sounds "Spells R Us"ish but there's just to big a market for magical services whether commercial, vanity, service providing or other and too many mages (even at 1% that's a lot) for me not to think that you would have way's to hire/retain the services of a magician or at least pay for a spell to be cast on you (detox, healthy glow, stabilize).

Now of course there are the legal aspects probably huge restrictions on which spells can be sold to private citizens or at least without a background check like buying a gun in American today. But unless we want to work out a whole system of "magical law" (I am willing to work on that) we'll just have to work with what we have. However there are enough mages and enough demand that there has to be options to hire a mage's services or pay for certain spells in hospitals, spas, museums and the like.

As for a high rate don't think of it in terms of hiring a mage for 8 hours by a company instead think of it like this. I'm a mage, you're not, you were out drinking and partying so you have a horrible hangover. Do you (a) pay me $150 to cast detox on you (more if I need reagents or recovery time) or (b) make a cup of coffee and bury yourself back in bed till you feel better? There are plenty of wealthy people who I'm sure would pay that much especially if they had a major meeting or work the next day but for most people there is no way you will pay that much for a hangover cure. On the other hand saving up and spending $450 to hire a mage for 3 hours to entertain your kids party is something that may be worth considering.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: markc on <09-17-16/1453:29>
Senko,
I guess what I was trying to say was a couple of things, first that there are a lot of things that go into retail/end user pricing vs salary of individuals or retail pricing vs overhead. Second the company will need/try to get as many possible spells out of there employee as they can per time period (ie maximize provide vs overhead) and some spell caster will be better at this then others. Third business is a tricky things and ensuring a steady flow of customers is key as well as planning for the times in which there are no customers.
  For example: I used to work in a paint store and we based out price's on the market as well as what we needed to make to stay in business during the slow months (winter) vs the very busy months (summer). I often joked we were 3-5 times as busy as we wanted during the summer and 1/4-1/2 as busy as we wanted to be during the winter.

Reaper,
Your contract info is very common in that management often takes a bite out of every person contract to spread the fees around,  so while it looks as if they are making less than you if it evolves more than one person they often are making more than you. But that is also very industry dependent and I have started to see manager salaries become more fixed vs the assets they manage. Where as in the past managers often just made more than they people they managed.  But maybe a better way to look at it would be office managers/business managers vs  task managers/people managers.

MDC 
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Overbyte on <09-17-16/1507:25>
I definitely think in the SR universe, since mages are rare and magic is tightly controlled (licensed) and the corps don't want "rogue" mages running around you will find most mages working for corps. They will have mages on staff for all sorts of things (like have been mentioned).
What is mentioned in the books but not really part of the actually play of the game is that mages come in a wide range of skill and capability. So the weak mages are "Wage Mages" that sit around throwing inventory spells all day (as has been written about). They probably  make the same as a mediocre decker that does inventory. Middle lifestyle.
Some powerful ones work at the top levels doing research and working on high level combat teams and get paid lots more. High - Luxury lifestyle.
And then the the non-conformists that become Shadowrunners and make a living that way.
There may be a (very) few mages that have a small business that use a bit of magic as part of their craft, like a Private Detective.

But I definitely don't see much in the way of random mages casting one-off spells for random people for a fee.
I think what Kiirnodel mention is very important. Casting a spell opens you up to all sorts of feedback and not the good kind. So being a lone mage casting spells willy nilly for a few nuyen is probably fraught with danger. However being a Wage Mage on staff at a posh hotel casting Health Glow all day for rich patrons as part of the spa treatment. Absolutely. After a few years of that though, you probably just wanna blow your brains out or become a shadowrunner.  :)  Hey.. I see a background story forming.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <09-18-16/0735:16>
Well I like the 150 yen an hour or spell rate and am going to stick with that. Hopefully for those who prefer a different style of game this thread will help them work out their own ideas.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: markc on <09-18-16/1454:25>
Well I like the 150 yen an hour or spell rate and am going to stick with that. Hopefully for those who prefer a different style of game this thread will help them work out their own ideas.

IMHO, you should play the game like you want to play it (but it is always nice to have some outside feedback that back you up also).
I do applaud you on your effort to nail down to cost in some way or at least a base cost that would then be modified by other factors such as spell Force, number of successes, etc and I look forward to reading any more ideas you present.

I am also just happy that I can get to see this topic again as the last 4 times I tried yesterday I kept getting a server unavailable/cannot be reached error message for this topic.

MDC
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: The Wyrm Ouroboros on <10-11-16/1634:58>
Well, let me see.

Magic rating is important; so is the caster's skill in spellcasting.  A low-power/high-skill experienced mage can get away with charging the same (or more!) as a powerful but relatively unskilled newbie.  So let's call that [Magic + Spellcasting] / 3.

Too, the mage is going to charge a higher amount for a riskier spell, as reflected in a) the spell's Drain code, and b) the actual rating at which the spell is cast.  If that rating is higher than the mage's Magic attribute, the mage would probably charge an increase.  Hmmm.

Also, if the mage has to sustain the spell, he'd charge another increase.

The Essence of the target has an impact as well; fewer implants, easier cast.  Hmm.

[ Magic + Spellcasting ] * [Drain DV] * [1 + 0.25 for every point spell Force is above Magic ] * 100.  If the spell is an Essence-based spell, * [ 4 - (half Essence, rounded down to 1 decimal point) ].  For every quarter-hour the spell has to be sustained, [1 + (Hrs / 4).]

Example time?  Example time.

Harmon the Wage Mage has a Magic of 6, a Spellcasting of 6, and is casting Healthy Glow (F-2) at Force 6.  Healthy Glow is a straight Physical spell, so his target's Essence doesn't matter, and it's a one-time cast, so sustaining doesn't matter.  He'll charge

( 6 + 6) * (6 - 2) * 1 * 100 = (12) * (4) * 100 = (48 ) * 100 = 4800¥.

But what if he's casting Increase Reflexes (F-0) at the same force on a decker with an Essence of 3.6?  And the decker wants it kept up for 2 hours?

( 6 + 6) * (6 - 0) * 1 * 100 * (4 - (3.6/2) ) * (1 + 2) = (12) * (6) * 100 * (4 - 1.8 ) * 3 = (48) * 300 * (2.2) = 47,520¥.

Better be getting a lot of cash out of that run.

Or better, just a sim-star (E 4.8 ) who is going to do a shoot for 12 hours in a disease- and chem-ridden area for a charity, but definitely wants a boost to their disease and toxin resistance (Prophylaxis, DV F-4):

( 6 + 6) * (6 - 4) * 1 * 100 * (4 - (4.8/2) ) * (1 + 12) = (12) * (2) * 100 * (4 - 2.4) * 13 = (24) * 1300 * (1.6) = 11,520¥.

For a heavy (3-4 hit) reinforcement to their resistances ... they'd pay it.  Or rather, their studio would pay it.  And for the mage, it's one casting, plus mentally hold on to it.  Might even be able to negotiate an increase because it's over 12 hours - 'mystic overtime'.

If the studio wanted him to overcast it, though - call it F8:

( 6 + 6) * (8 - 4) * (1 + ((8-6)/2)) * 100 * (4 - (4.8/2) ) * (1 + 12) = (12) * (4) * (1 + (2/2)) * 100 * (4 - 2.4) * 13 =
(24) * (1.5) * 1300 * (1.6) = 34,560¥.

Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Sendaz on <10-11-16/1702:53>

Great, now I have images of Corp HRT squads carrying a stable of mages in the carrier who do nothing but load up the mojo on the team before they disembark and stay in the heavily armored vehicle just sustaining spells.  Maximum flexibility/Minimum risk- they can adapt the cast load to the details incoming while they are enroute and if the corp is smart they already have their internal wards set up so the teams are cleared for passage through (maybe a pin or similar) so they don't have to worry about the wards scrubbing anything off and the caster doesn't have to worry about doing anything but sustaining while relaxing on the padded couch sipping mai-tais while the main team deals with the runner threat.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: The Wyrm Ouroboros on <10-11-16/2331:30>
Make it a vision of hell for your PCs.  ;)

One revision - I'd call the 'spell-sustaining increase' to be for 'over 1 hour', meaning you get the first hour as part of the spell, but get charged for it over that.  And my math is wrong in there somewhere, because both of the 'Simstar' sustained spellcastings are much higher than I first wrote.

[ Magic + Spellcasting ] * [Drain DV] * [1 + 0.25 for every point spell Force is above Magic ] * 100.  If the spell is an Essence-based spell, * [ 4 - (half Essence, rounded down to 1 decimal point) ].  For every quarter-hour the spell has to be sustained past the first hour, [1 + (Hrs / 4)] (first hour is part of the casting).

Standard Casting: (6 + 6) * (6 - 4) * 1 * 100 * [4 - (4.8/2)] * (12) = 12 * 2 * 100 * [4 - 2.4] * 12 = 2400 * 1.6 * 12 = 46,080¥.
Overcasting: (6 + 6) * (8 - 4) * [1 + ((8 - 6) / 4)] * 100 * [4 - (4.8/2)] * (12) = 12 * 4 * [1 + (2/4)] * 100 * [4 - 2.4] * 12 = 4800 * 1.5 * 1.6 * 12 = 138,240¥.

(If the first hour's 'free', the combat decker's cost drops to 31,680¥.)  Note that an actual wage-mage probably wouldn't see all of this money, but the sim-star would be charged it; much of it would get taken by the corp, one way or the other, and after all, wage-mage gets paid the same amount no matter what he does.  But it might give you an idea of how much a mage COULD make if he really wanted to put the screws to his clients.

Also, if the Force of the spell lowers the DV to less than 1, make that multiplier (2 ^ DV).  A Force one greater than or equal to the reduction (4 or 5, above) would get you a '1'; one below would make it 1/2 (0.5), 2 below makes it 1/4, 3 below makes it 1/8, etc.  The above cast at F1 and sustained for 12 hours would still be a 2880¥ charge.

You might also increase the cost for a sustained spell to x1.25 for that first hour, adding 0.25 to the multiplier for each quarter-hour after that.  That'd make the prices:

Decker w/ Increased Reflexes: 35,640¥
Simstarlet w/ Prophylaxis: 47,040¥
Simstarlet w/ Overcast: 141,120¥
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <10-12-16/0245:43>
Interesting formula there rather more . . . expensive than my 150 nuyen an hour but offers a lot more flexability for one off spells rather than mages on a contract. One part of me likes your formula more but honestly the prices seem a bit high for any kind of "common" casting.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: The Wyrm Ouroboros on <10-12-16/2151:32>
100¥/hr is a good automobile mechanic.  300¥/hr is an average lawyer without specialized knowledge.  While a physician may earn 80¥/hr, he isn't charging that; he's charging 200¥ per office visit (25¥ of which the patient pays, the rest of which the insurance pays), and seeing four or more patients an hour; he's thus charging at least 800¥/hr, maybe more.

We've gone through it before, but just as a repeat :

Mages are rare - 0.1%, 1:1000, of the population have the Talent.  Of that number, 10% (1 in 10) are full mages; say 60% are spellcasters or can prepare 'spelled' alchemical preparations, so 0.06% of the population.  Of those, highly-skilled, strong mages like the fellow above are equally rare - another 1 in 10 at best.  So 0.006% of Seattle's population - 6 in 100,000, or 60 per million, or 180 in the 3 million of Seattle.  Of those, most (90+%) are in the corporations, because that's where the money is.  They may see only a quarter - or less - of the above money, but it doesn't lessen how much you get charged for their services.

Those who aren't in the corporation (which will still be at least 75%, and perhaps 90+%, of the magically active) - and 'corporation' in this case can mean 'organized crime' - are more likely to be shadowrunners, weaker spellcasters, the newbies, the can't-cut-it-any-mores, that sort of thing.  Going by the same computations, a maxed-out Heal spell (F-4) by a street healer, both Magic and Spellcasting at 4, on our E 3.6 decker friend ('cause he got himself shot up) runs 1760¥; Force 2 actually cuts that down to 880¥.

So sure, spellcasting is more expensive than buying a grenade; it SHOULD be, because it's a hell of a lot more rare than grenades are.  'Common' spellcasting isn't.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Sendaz on <10-13-16/1616:22>
Can we get a price check on one of these?

(http://media.oglaf.com/comic/beginners_siege.jpg)

Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: The Wyrm Ouroboros on <10-15-16/0642:30>
Buy one, get two free.  In fact, we'll pay you a copper a barrel to take them away ...
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: RowanTheFox on <10-15-16/0648:26>
Oh, Oglaf. (If you have even the tiniest scrap of innocence left, do not read that webcomic!)

Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <10-15-16/1814:30>
The one posted remains me of a novel called "the case of the toxic spelldump" about a world where magic is common (to the point they use it instead of technology e.g. flying carpets with seatbelts are the common mode of transport) and an agent for the environmental perfection (not a spelling error its perfection not protection) is assigned to investigate potential problems resulting from apparent leakage from a toxic spell dump. Place where all the dangerous magical by products are stored.
Title: Re: How much would potions/spells sell for in the Shadowrun world?
Post by: Senko on <10-17-16/0117:43>
@The Wyrm Oroubourous

Been playing around with your formula and I'd like to porpoise a few changes.

1) Change magic + spellcasting. I'm honestly not sure what for but I can see the best/most powerful mages pricing themselves out of the market if they had to multiply by those each time e.g. a "common mage" with 3 magic and 3 spellcasting is multiplying by 6 (half the average PC) while the most powerful mage alive is potentially an 18 not counting initiations (12 skill + 6 magic) and with those could be using a 20/30/40 multplier (cough immortal elves cough) Take the healthy glow spell the max mage is 18 * 4 * 1 * 100 = 7,200 vs a 'common' mage is 6 * 1 * 1 * 100 = 600 nuyen. Sure you'll get a lot more for the max mage spell but the max mage would see more business if they could vary that initial multiplier. Of course in your calculations you seem to have dropped the divide by 3 you originally had and that could make a difference in levelling out the price. I can see how you can work with divide by 3 to get a lower curve i.e. [Magic + Spellcasting] /3.

2) Drop drain DV. Sure the mage will charge more for a riskier spell but I think that's represented by your 1 +0.25 for each point above magic. If the drain DV is below their magic anyway they'll generally be able to handle it. So I'd put that as a sort of magical floor if the drain is less than magic there's no real risk to the mage and thus no extra cost if they're overcasting you pay more.

3) I'm not sure how I feel about the hours/4 part of the spell sustaining. As it stands you could potentially make the same profit casting the spell twice in the first hour for 2 different clients as you would casting and sustaining it for 5 hours. I'm personally more inclined to just add the cost again for each hour or part thereof e.g. 1 hour = 2000, 2 hours = 4000, 3 hours = 6000 and so on. Otherwise you have one mage casting a spell for 2,000 yen 8 times in a work day (1 an hour) and making 16,000 yen vs a mage casting a spell once and sustaining it for 8 hours making 5,500. Whether its the mage making that profit or the company they work for I can't really see any business wanting a cost difference that big (11,500 yen a day). You still have a potential difference between the mage casting multiple spells vs one sustaining one but the difference isn't as big since the sustainer is now effectively charging for 1 spell an hour rather than 1 spell every 4 hours.

4) Purely personal taste this one I get where your coming from with the no common spellcasters but consdering the fluff (detox is the preferred hangover cure, healthy glow is a common appearance improver) I feel the * 100 base cost should be lower so your not paying nearly enough to feed and house someone in a middle lifestyle for 1 spell. Take your Harmon the wage mage charging 4,800 for healthy glow that is a HUGE amount of money for one spell its only 200 yen less than month's middle lifestyle expenses. Consdiering he could probably cast 8 a day and would almost certainly cast several over a month he'd easily make the money for a high lifestyle much less a medium one. Laying aside expenses/corporate management you can't be paying a wage mage 60-120 thousand a year (middle/high lifestyle) while making that much in a month without them trying to leave. I'd be more inclined to put it at 10 to 20 times as a base multiplier. That would mean for a single casting of healthy glow Harmon's employers would charge 12 * (Drain removed for this one) * 10 = 120¥ or 12 * 20 = 240 yen. Now yes for a "rare magic" game 120 to 240 yen is probably very low but this is just a one off casting of a simple spell and the profit by the corporation after Harmon's wages of 120 is while appreciable not enough to leave Harmon doing everything he can to break his contract. Meanwhile the more dangerous decker casitng is 12 (Magic + Spellcasting) * 10 (Base cost) * (4 - 1.8 ) (Essence) * 2 = 528 almost 10% of a medium lifestyles monthly expenses for 2 hours work. Of course the advantage here is you can vary that amount to taste for a game where magic is rarer and harder to get hold of you use a higher base multiplier for games where its more common you use a lower one.

5) I'd also propose a danger value be included in there as well. Perhaps a danger cost of 1.5 and a hazard cost of 3. So casting healthy glow in a nice safe encvironment no change casting prophylaxis on the simstar and having to venture out into a filthy, disease ridden location your spell cost is increased by 1.5 because of the danger to the mage. Casting on the combat decker where there's a chance the mage could be shot its a hazard multiplier of 3. To use healthy glow as an example normal casting cost is (lets use your base multiplier of 100 here) 6 (3 magic + 3 spellcasting) * 1 (normal conditions) 100 = 600 yen (I do feel this is too much for one spell given the normal costs still), casting in a dangerous environment is  6 * 1.5 (dangerous conditions) * 100 = 900 yen, casting in hazardrous environments is 6 * 3 * 100 = 1,800 yen.

So my revised formula is looking more like . . .

[(Magic + Spellcasting Base 6)/3] * [1 + 0.25 for every point spell Force is above Magic ] * If the spell is an Essence-based spell, * [ 4 - (half Essence, rounded down to 1 decimal point) 1 if non essence based] * [Condition Modifier] * 15. For every hour or part thereof the spell is sustained you add the spell cost to the price.

Hmmm If I lower that initial value and drop the force multpiler the 100 spell cost could work, lets see your examples on my fomula. . .

Harmon the Wage Mage has a Magic of 6, a Spellcasting of 6, and is casting Healthy Glow (F-2) at Force 6.  Healthy Glow is a straight Physical spell, so his target's Essence doesn't matter, and it's a one-time cast, so sustaining doesn't matter.  He'll charge

((6 + 6)/3) * 1 * 1 * 1 * 100 = 400¥.

Next he's casting Increase Reflexes (F-0) at the same force on a decker with an Essence of 3.6?  And the decker wants it kept up for 2 hours?

(( 6 + 6)/3) * 1 * (4-(3.6/2)) * 1 * 100 * 2= 1,760¥.

Of course if he's doing this in a dangerous environment (such as a live power room) that condition modifier changes to 1.5 . . .

(( 6 + 6)/3) * 1 * (4-(3.6/2)) * 1.5 * 100 * 2 = 2,460¥

And if he's doing it in a hazardrous (such as a combat zone) situation it changes to 3.

(( 6 + 6)/3) * 1 * (4-(3.6/2)) * 3 * 100 * 2 = 5,280¥

Next the sim-star (E 4.8 ) who is going to do a shoot for 12 hours in a disease- and chem-ridden area for a charity, but definitely wants a boost to their disease and toxin resistance (Prophylaxis).

((6 + 6)/3) * 1 * (4-(4.8/2) * 1.5 * 100 * 12 = 11,520¥.

Weirdly the same value you had, of course as this is sustained for 12 hours its effectively 1,000 yen an hour so not unreasonable to me given the  mage is sustaining the spell in a disease and toxin ridden environement. If they were shot at they'd charge the hazard multiplier . . .

((6 + 6)/3) * 1 * (4-(4.8/2) * 3 * 100 * 12 = 23,040¥.

While if they were doing it in a safe place it'd only use the normal 1 times multipiler of . . .

((6 + 6)/3) * 1 * (4-(4.8/2) * 1 * 100 * 12 = 7,680¥.

If the studio wanted him to overcast it, though - call it F8:

((6+6)/3) * (1+((8-6)/2)) * (4-(4.8/2)) * 1.5 * 100 * 12 = 23,040¥.

Giving an "hourly cost" of 1,920 nuyen.

This to me seems like a reasonable comromise the simple spells only cost a few hundred nuyen (3 magic + 3 spellcasting casting that first spell would only cost 200 nuyen not that much more than my original 150 hourly rate) while the more long term or dangerous ones cost potentially tens of thousand of nuyen a day and you can vary it by changing the base multiplier from 100 up or down to suit your taste.