Does your setting have Magic Shops

Are there magic shops in your campaign?

  • Yes, there are magic shops.

    Votes: 50 18.2%
  • Sort of. There are wizards floating around who take commissions.

    Votes: 89 32.4%
  • There are both commission casters and stock magic shops.

    Votes: 77 28.0%
  • No.

    Votes: 59 21.5%

A bit of both in our current oathbound game. One of the characters is a rafter (a guild dedicated to exploring the under city), so theres odds and ends popping up, and being an actual adventurers guild, there is some trading going on of stuff they cant use. There are also small scale stores in various that take orders for minor items. But its more like theres an alchemist who knows a guy who can enchant his armor, or a member of the healer's guild that also brews potions on the side. Not everything under one roof. Their area of town is also poorer than many others (not on the shelf in Penance), so traveling to other areas can yield better results.
 

log in or register to remove this ad

On of my "magical resources" for my players is a powerful mage who will happily make items on commision. Of course, it* will want sometimes not only payment ahead of time but some services done as well (after all, you're not getting your magic backscratcher +2 of backscratching for another 3 weeks...you have nothing better to do, right? Might as well go capture a mermaid for this mage).

*The mage's race is mojh and therefore asexual.
 

Both, with a bit of handwaving. Potions and scrolls, I assume they can be found in appropriate shops or temples. Other items, there is typically someone in town who can provide the service. I may make restrictions, but generally, items are something they can spend all that gold they've been collecting on. Then they can get back to killing monsters and progressing the story. Neither my players nor I wants to play out a shopping trip.
 

FireLance said:
Partly because my players don't really appreciate weird items, and partly because I want to make the characters, and not the equipment, the stars of the game.
Do you restrict PC access to magical equiptment then? More than the implied default level. Becuase PC's accrue a lot of fantastical, character defining gear, even its all 'stock parts'.

I've given up trying to scale back PC reliance on equiptment, its written into the core mechanics. All I try to do is give their stuff a little personality...
 

shilsen said:
Shirac with AK-47s ... just what I always thought the game was missing.
Terrifc idea, Shil!

Hmmm, when you think about it, Burne qualifies as an "Improvised Explosive Device", so gun-toting Shirac don't seem too far off base.
 

I chose "sort of" as it only makes since that if the PC casters are able to make magic items and perhaps have an interest in doing so, then there must also be NPC casters capable and perhaps willing - with the right enducements - to also do such. These would be uncommon, however, and most would likely be in the service of great lords, mage collages, major temples, etc.

Note, however, that while I do not have 'magic shops' per se, I do make use of potion shops. These, however, are uncommon - rarely found outside of large towns and cities, with the rare one found either in a small town near a good source for potion ingrediants or as an isolated homestead of a 'witch' who has a stock for personal use and is willing either to sell (or barter/trade) a few or make one on commission.

Due to wild ambiant magic all potions have a 'shelf life'. Using it after this date can be dangerous and unpredictable. As the shelf life is based upon the skill of the creator, a random potion may or may not work unless you know who the creator is and how long their potions typically last - meaning it is always best to buy from the source.

Also, this wild ambiant magic is the reason few permanent magic items may be found. Such magic 'corrodes' with age, such that few last more than a century or two. Truly great items may last considerably longer, but over time their properties and abilties may alter or even vanish, intelligent items may go insane (not necessarily violently so), etc. Many basic magical properties (ie: +1, +2, etc) can be manufactured via excellent crafting checks, while some others might be temporarily generated via potions.

Also, I use a bronze age setting with Iron replacing Cold Iron and Silver replacing Alchemical Silver. This is not including a DR & deflection bonus system for armor and natural armor. Thus the sparcity of magic items does not necessarily impact over harshly the combat with creatures having DR (material, magic, blest, etc).
 


My game is Sigil based. The PCs frequent a magic shop owned by an Arcane/Mercane. It's filled to the brim with dusty magical items leaning against walls, mumified hands stacked with rings, potions bubbling in decanturs, and suits of armor lining the walls. Most items have been there for years, and the lighting is dark and shadowy. A venerable dwarf also works in the establishment, in the back always looking over new magical items and checking weapons.

The Arcane hires adventurers to guard the shop, to find hard to get items, and to make items for him that buyers are interested in. This can spawn adventures or let the PCs get some extra cash through magical item creation. It's always interesting to roleplay the buying because his inventory can change from day to day as he gets new items and sells old ones. One day they might find a nine lives stealer there, the next celestial chain armor.

I think of the Arcane as the ultimate in magical item knowledge. I give them a bardic knowledge type ability and the ability to identify magical items at will. I make up histories for the items on the spot, and the Arcane likes to go on about the item in order to bump up prices (all items from him are +10%-20% depending on item).

He hates buying items since he's already got so much stock, some of it in storage even! But, he'll still buy from loyal customers. Generally he'll buy for half price, but sometimes marks it down even lower if its an item that is highly specialized. Basic items, though, like +1 swords and +1 shields he'll always buy because those sell easy.

He also helps people find people to make items for them and enhance existing items. So if you want to add flaming to your +1 sword, he can point you in the right direction for a price or you can leave the weapon with him and come pick it up in a week or so with the enhancement added in.

He even does trades and store credit! The ultimate businessman.

Azalnubizar said:
...I believe no spellcaster would actually spend XP on items for the sole reason of making profit.

A PC in my campaign made a magical item, spending 500 xp, for pure profit.
 


I've got both, shops and people who work for commission. Sometimes the shop or person who makes item for commission may be associated with the local temple or other organization. In either case, what the characters want may not be available or available for quite some time.
Most on-hand stock tends to be relatively weak in power but commonly high in demand (by the local populace), such as a healing potion or scroll of charm person. Or available magical items are utilitarian in nature, such a stick with continual light cast on it.
To acquire that Unholy, Keen Whirly-gig of Icy Burst, is something that will need commissioning and require a long waiting period (assuming someone skilled enough to create it can be found). Much easier for the character wanting the Whirly-gig in question to have a fellow party member craft it. After the party quests for the required necessary components to aid in the imbuing of the items properties.
 

Remove ads

Top