A ‘weak’ version of a number of 1st level spells can be reproduced by a combination of herbalism and ritual magic. The base cost of this is 100gp which makes the whole process hopelessly uneconomic but as this ‘100gp’ actually represents ‘foraging time’ another way of looking at it is that’s it’s ‘free’.
What’s more there are a number of cumulative multipliers
- The foraging is done by you and your friends x 0.5
- The foraging is done under supervision of a herbalist. x 0.5
- Your profession can cast the spell x 0.5
- You yourself had the spell prepared today x 0.5
- The herbs are prepared by a herbalist x 0.5
If these all apply we now have a magical effect for 3.125gp.
I have no intention of reviewing every spell in advance to decide what the ‘weak’ effect is so let me know what you have a definite interest in (typically the weak version will have one or more of the spells parameters halved).
In theory this process can be applied to higher level spells where the ritual time would be 10 mins x (level squared), the cost as above x (level cubed), (level squared) people must take part in the ritual and the effects get more diluted with respect to the original spell
as the level increases. Not much is known in village lore about the effects of these processes on higher level spells apart from casting 'Lesser Restoration' this way halts the harmful progress of a disease for 24 hours.
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