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%

The_Gneech said:
But as for "off the rack magic items out of the DMG," no, we don't have those. There are a lot of shops that have a magic item or two in stock ... but for those the players get a list of what's available for sale at any given time and have to choose from it.

-The Gneech :cool:

This is how mine is; it has to be since I don't have a DMG.

For anyone who doesn't know: while it's possible to play DND with just the SRD it is MUCH easier to have the books.
 

log in or register to remove this ad

IMC generally not. Its possible to pay a spellcaster to make an item but theres only a handful of individuals who actually run magic shops, and then only in the largest cities.
 

Shops plus

I'm running a Classic D&D campaign in the Grand Duchy of Karameikos using 3.5 Edition rules.

Essentially the presence of such trading entities allows me to handwave to facilitate player's fun ("I want some spell writing materials to transfer those new spell scrolls we found in the dungeon to my spellbooks") or to create adventure hooks/roleplaying scenes ("You want to buy a what?")

ORGANISED MAGIC

There is an active and dynamic market in magic items across the continent. Much of this is controlled by the state, wizard guilds or organised churches (particularly the Church of Boccob) however in the Grand Duchy an independent player has arisen: Mordakai's Magnificent Magic Mart. In the Grand Duchy, Mordakai's Magnificent Magic Mart holds a Ducal Warrant for Trade in All Magic and the directors represent the Duchy on magical trade matters.

Competition includes any Church temple of Boccob, wizard guilds, and independent specialists. Because of tax reasons, there is a thriving Mordakai's Magnificent Magic Mart in Krakatos.

Mordakai's Magnificent Magic Mart resembles a cross between an art gallery (displaying their own stock, other stock sold on behalf of other wizards), an art supply office (get your magic item creation supplies here!), a post office (in conjunction with the Wayfarer's Office if present) and Amazon (place your magical supplies order, and receive a friendly courier delivery right to your door!). [Note the latter is magical supplies, not magic items, in fact, I am using this as an adventure hook right this very moment!]
 

None Of The Above.

There are a couple of monopolistic auction houses which dominate magic item sales. There are some specialty shops in each city which sell a subset of minor magic items. There are dragon-bankers who act as high-power pawn shops. There are Mercanes who will buy anything, and who can find nearly anything (given time and money).

There aren't any magical WalMarts.

Wizards are loath to take comissions.

-- N
 


Yes, to an extent.

Capital cities usually have a shop or two where a powerful wizard might sell some oddities he's collected (usually minor, perhaps a few medium). Of course, they've never been used and cursed items do exist so caveat emptor.

Large towns will have an apothecary selling potions, or perhaps a temple or two. A weaponsmith may have some +1 weapons lying about, and usually for a good price.

Small towns may have an apothecary with a very limited supply of potions, or perhaps a hedge wizard who might create something at a steep cost.
 

No magic item shops in the Kingdoms of Kalamar campaign setting, so I voted no. You may find vendors who stock supposedly magical herbs, love potions, etc just like on Earth, but no stock magic item shops.
 

frankthedm said:
Players use social skills to find those who trade items and such. Players can ask for what they want. Middleman checks for availability and costs through networks of contacts. Middleman delivers offer, and sees that negotiations are set up to both parties agreement.

Both parties will need to prove to the other what items are capable of. The campaign uses 3.0 Identify so a first / second level spell is not enough.

A "shop" of magic items is far too great of a risk. The ward that stops a thief will kill the the Royal Guard searching the shop and lead to the shopkeep's execution.
This is very similar to how I run it. There is a sort of gray market in magic items, for those with the money and wherewithal to trade in such things. Various skill checks can get you in touch with the right people, at which point you may or may not be able to track down what you are looking for.
 

I figure that as long as valuables exists (such as magic items), someone will start buying and selling with them.

So there are some magic shops in my homebrew, yes. Mostly though, arcane guilds/orders and temples are the places to go if you need a particular item.
 

Just happened to catch a facinating show in Discovery about the trade in relics during the Middle Ages. Made for some interesting watching. Also gave me some serious ideas for my next campaign. Since the Catholic Church controlled the sale of relics throughout the Middle Ages and made a fantastic amount of money on it, there is no reason a similar thing couldn't be done in a DnD setting.

A large organization buys and sells magic items, but, as a very predatory monopoly, acting swiftly and mercilessly to punish "unlicensed" magic sellers. Kind of a combination of pseudo-history and guild systems. Hrm, must give it more thought.

Possibly the Church of Corean in Scarred Lands could control the reins. Naw, too nice. Some of bigger trading houses perhaps. *runs off to go do some planning*
 

Remove ads

Top