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Moved herbalism kit outside of gaming sets
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@ -495,10 +495,10 @@ A tool helps you to do something you couldn't otherwise do, such as craft or rep
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| ~ Woodcarver's tools | 1 gp | 5 lb. |
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| Disguise kit | 25 gp | 3 lb. |
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| Forgery kit | 15 gp | 5 lb. |
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| Herbalism kit | 5 gp | 3 lb. |
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| *Gaming set* | | |
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| ~ Dice set | 1 sp | - |
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| ~ Playing card set | 5 sp | - |
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| ~ Herbalism kit | 5 gp | 3 lb. |
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| *Musical instrument* | | |
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| ~ Bagpipes | 30 gp | 6 lb. |
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| ~ Drum | 6 gp | 3 lb. |
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@ -732,4 +732,4 @@ Skilled hirelings include anyone hired to perform a service that involves a prof
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People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.
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Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
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Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
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