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Does your setting have Magic Shops
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<blockquote data-quote="Nyeshet" data-source="post: 2903942" data-attributes="member: 18363"><p>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. </p><p></p><p>Note, however, that while I do not have 'magic shops' per se, I <em>do</em> 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. </p><p></p><p>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 <em>always</em> best to buy from the source. </p><p></p><p>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. </p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 2903942, member: 18363"] 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 [i]do[/i] 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 [i]always[/i] 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). [/QUOTE]
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