• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Using magic to make money

Bullgrit

Adventurer
For the full existence of D&D, there have been people mentioning how certain magic spells, (especially those that create something from nothing), can be used to make money. Usually the argument is to prove how certain spells, or the D&D economy, or a specific edition of D&D are broken.

I wonder: Has any PC actually used these spells to make money?

I've seen some spells, (like the various wall spells), used for constructing the PC's own forts/towers/etc., which could be argued is making money, (by saving money). But that's not what I mean. I mean has anyone seen a mage give up adventuring to cast spells for cash? Or even use spells to supplement income?

I've seen a 3rd-level elf fighter/magic-user, (AD&D1), try using a cantrip to turn pig ears into bugbear ears to turn in for bounty, but the other PCs in the party put an end to that by deciding to just go on the adventure to kill bugbears.

How about you? Have you seen PC mages actually run a spell-to-money scam using the "broken" game system?

If yes, was the scam actually more profitable than just going on adventures?

Bullgrit
 

log in or register to remove this ad

I've had pcs sell healing to cityfolk as probably the most common use of magic to make money. Oh, and back in the day, continual light items. (Interestingly, I never once saw any pcs try to sell a continual flame in 3e.)

The most successful money making spellcasting has always been fool's gold, of course.
 

Nope. In none of my campaigns has anyone ever tried using such things.

I've had characters buy land and try to make money off the resources available therein; or dabble in trade routes; or make use of a thieves' guild; or similar "legitimate" enterprises.
 

No, I have not seen it from a player (and as a DM, I would make sure a few random encounters occurred during production just for the fun of it - "ahh!! Tarrasque!" ;)).

I do remember from the second Book of Encounters (1e or early 2e) that had a city scenario where a wizard owned an ice house. He would come in once a day, cast Cone of Cold on a large pool of water, and his people would cut up the resulting ice and deliver. I thought it was a creative idea for a "retired" adventurer.
 

I built a character who dappled across multiple games and multiple settings (due to him being a group favorite) who was an artificer/rogue, who ran various money-making rackets. He had a mobile store from his mobile artifice workshop (it was in a very high-magic game) that allowed him to sell many wondrous items, weapons, and other utility magics for various individuals.

As he rose in reputation, he began serving as a consultant for businesses to build them thief-proof/magic-proof vaults and safes to hold their most valuable objects. He would still adventure, but would often hide within his dimensional door-workshop (contained in a trunk he carried with him everywhere) while the rest of the party took care of the enemies. Even though he rarely directly contributed to combat (only when it was really necessary) the group didn't mind because he was always buying them out of trouble or getting them the items that they needed.

I think at one point he had accumulated something like 50 million gp in spare cash that I was too distracted to ever even get to use. He was so legendary that kings and other exorbitantly rich individuals would commission various magic-mechanical artifices or other items for their use that he eventually retired adventuring.

In a game I DM'd, a character built an illusionist who lied and illusioned and stole his way to whatever he wanted. He ended up having large amounts of gold by making copper coins into gold ones (while temporary) and trading them up into platinum. That was the most blatant use I've seen, but I've not seen anyone make a permanent career of it as opposed to adventuring.

In fact, I see this sort of thing done much more often in modern/sci fi games, most notably Star Wars games. Almost every SWSE game I've ever played, the characters used their exceptional skills to become handsomely wealthy.
 

I have never seen this is any game I have played in. Most are to busy adventuring.

Though I think it might be fun to have a game centered around a bunch of con artists who go around bilking the unwary with schemes using magic and illusion.
 

No. I've heard it mentioned but never seen it done.

The short version: I wouldn't allow it. If a player tried it as a casual venture (whether as a hedge mage, a healer for hire, a blacksmith, or whatever) they would find that the entrenched local interests cut them out of the business - only certified guild members can practice the trade. Becoming a certified guild member is possible, of course... by retiring the PC.
 

Making money by the direct application of magic (as opposed to adventuring)?

Only in the most minor sense, as in doing shows of magic for the kiddies (entertaining), doing odd jobs- repairs, healing, making crops grow- for lodging and food...that kind of thing.

Did have one Priest perform a wedding.
 

For the full existence of D&D, there have been people mentioning how certain magic spells, (especially those that create something from nothing), can be used to make money. Usually the argument is to prove how certain spells, or the D&D economy, or a specific edition of D&D are broken.

I wonder: Has any PC actually used these spells to make money?

I can't recall it being very common. Even when I was a PC in a campaign with a very heavy merchantile focus, most money was made through exploiting ordinary labor (which is vastly underpriced in D&D) and trade. There is generally something more satisfying about 'honest labor' like owning a bar or a plantation or a mine or a fleet of ships than exploiting a spell loophole.

In most campaigns I've been in or run, society is acustomed to the presence of any sort of low level spell, and so generally is well equipped to protect itself from arcane skullduggery. You can con a few niave marks, but trying to pull off a bigger scam is itself niave (it implies the player believes no one has ever tried this before).

In my game, PC's would run headlong into competition with existing Hedge Mages who sell their services for a fee. In many areas of my campaign world, Hedge Mages are part of a powerful guild with the backing of an equally powerful temple, so the PC's might literally be breaking the law.

There are spells like mending, minor creation, and fabricate which can have pretty large potential economic impacts on the society as a whole if they are available, but the PC's would have a hard time exploiting these. Because the society preexists the PC's, virtually anything that they think of which is reasonable, is probably already a line of business for someone who both can undercut them on prices, has existing clientel, a good reputation, and who is perfectly happy living a boring life.

Besides, Clerics generally have a much easier time working the service industry. I mean, if you don't have your health, you don't have anything. Honestly, I find the arcane spellcaster list way too focused on dungeoneering. I've seen attempts to alleviate this before, but they are generally designed with the 'if it isn't useful in a dungeon, it must be a low level spell' mentality.

I've seen some spells, (like the various wall spells), used for constructing the PC's own forts/towers/etc., which could be argued is making money, (by saving money).

Dangerous practice because 'Break Enchantment' can be used to reverse instantaneous effects. Also, the Masons Guild may object, and they also are backed up by a very powerful temple, and are generally considered to be extremely dangerous.
 

Sure, I've had players do this. I make sure they also get hit with fines and fees and have to deal with the local economy and all of the laws that businesses have to obey. And then when the tax men show up it gets really fun. By then they usually are willing to abandon the business at a loss and then go adventuring.
 

Into the Woods

Remove ads

Top