Magic Shop

‘Magic Shops’ are rare!  They are found ONLY in cities with large populations (at least 15,000) and unless the city population exceeds 25,000 or there is a magic school present, there will be only one shop in the city.  It is very unusual for a magic shop to have a public presence on a street.  Generally they will be located in what seems to be a private residence or ‘behind’ some other type of shop; herbalist, book seller, etc. They have a limited clientele who generally have the connections or the knowledge to know how to find these shops.

Most Magic Shops only sell basic material components and the common ‘tools of the trade.’  Blank spell books, scroll making supplies, flasks for potions, etc.  You can also find, (in some shops,) finely crafted wands, rods and staves that are suitable for enchantment.  Materials and ingredients for SOME potions, and Fine Grade weapons (usually only daggers) suitable for enchantment.

Identification and Analysis
Some shops are able to, usually, identify a potion or other alchemical substance.  Not all of them are equipped to do this, but those that are charge 150gp per potion or substance, non refundable, and it typically takes an hour to complete the process.  Results ARE NOT guaranteed!

Magic Items
VERY RARELY, perhaps 1 shop in 10, will have very minor magic items for sale.  (DM will provide info as needed.)  Typically these will be a handful of Potions or similar alchemy products and, more often, Elvin Healing substances sourced through local Healers who do not want to deal with the public themselves.

Material Components
At 1st level it is assumed you start with all the components needed to cast the spells you know at least a dozen times.  (12 grasshopper legs, etc…)  At some point the character will need to spend some money to restock.  The cost of Material Components is lumped together as 5gp per Level of the HIGHEST level spell the Magic User can cast.  So a 5th level mage, who can cast 3rd level spells, will spend 15gp (5 x 3) to replenish ALL of his/her material components (except the weird/expensive etc.)  For convenience assume that the supply is sufficient for a month of steady, daily, spell casting at which point the mage must resupply.  (So for a sea voyage or wilderness excursion that may last several months, the MU must stock up.)
Examples of Unusual or expensive items.  Pearls, gem stones, monster parts, pieces of Saints, etc.  These things (and others as determined) WILL require role play!
Some shops may keep a small selection of gems that are commonly used in casting, but most will refer the buyer to a local jeweler (in exchange for a finder fee from the jeweler) who generally has a larger selection of stones.

Buying, Selling, Trading Magic
Most shops know the magic users and alchemists in the area and also have contacts in the Magical Trade.  If PCs are seeking a spell to be cast or to sell or trade an Item, the shop keeper will get in touch with his contacts and pass on the word.  He/she will NEVER give the PCs names, addresses etc.  They will only pass along the PC’s request. 

Typical Inventory

Item Description Price    

Quills, common

suitable for ordinary writing,  research, mapping, etc

1sp for 3

   

Ink, common (1 ounce)

suitable for ordinary writing, research, mapping, etc 100 pages worth of writing

10sp/ounce

   

Papyrus, common

suitable for ordinary writing, research, mapping, etc

1sp/5sheets

   

Parchment, fresh

suitable for ordinary writing, research and mapping but is NOT suitable for scrolls 2sp/sheet  

 

Parchment, bleached

Parchment can be bleached or cleaned of old writing and reused. It is not as sturdy as fresh or new parchment but is suitable for many uses.

1sp/sheet

   

Vellum, fresh

NOT a suitable grade for scrolls

8sp/sheet

   

 

Vellum, bleached

 

Vellum can be bleached or cleaned of old writing and reused. It is not as sturdy as fresh or new vellum but is suitable for many uses.

4sp/sheet

   

Spell Books and Accessories

 

   

Personal Grimoire (Starting Spell Book)

stitched leather covers with reinforcing and strap, with 20 blank pages, expandable to 300

250gp    

Personal Grimoire, simple lock

stitched leather covers with reinforcing and strap, with 20 blank pages, expandable to 300 275gp    

Personal Grimoire, complex lock

stitched leather covers with reinforcing and strap, with 20 blank pages, expandable to 300 300gp    

Grimoire case

padded cloth 5gp    

Grimoire case

molded leather. Water resistant vs rain, etc 15gp    

Grimoire case

hard wood. Water proof 1 turn vs immersion 50gp    

Grimoire case, simple lock

hard wood. Water proof 1 turn vs immersion 75gp    

Grimoire case, complex lock

hard wood, Water proof 1 turn vs immersion 100gp    
Grimoire pages, blank Quality parchment 2gp/page    
         

Traveling Spell Book

stitched leather cover with strap and 20 blank pages expandable to 100

100gp    

Traveling Book Leather Pouch

fitted. Water resistant vs rain, etc 15gp    

Traveling Spell Book pages

fitted, quality parchment 1gp each    
Scroll Materials  NOTE: Material for making magic scrolls must be perfect and without blemish or defect.
     
Scroll Grade Vellum chance of success +5% 8gp/sheet    

Scroll Grade Parchment

chance of success 0% 4gp/sheet    
Scroll Grade Papyrus

chance of success -5%

2gp/sheet    
Scroll Grade Quill may be reused as long as there is no spell failures attached to the Quill. After such occurs it must be discarded 100gp each    
Scroll Ink made from powdered gold and gems plus rare materials enough for 1 spell 200gp +100gp PER level of spell    
Scroll Case Leather 1 scroll 15sp    
Scroll Case Leather 3 scrolls 3gp    
Scroll Case Bone 1 scroll 5gp    
Scroll Case Bone 3 scrolls 15gp    
Reading/writing rack simple wood rack that holds a scroll open and steady for reading or writing. 1gp    
         
Crafted Wands        
Wood Hardwood. Polished and carved with various figures and shapes, measures 10” to 18” in length. 5gp    
Bone or Antler Bone or Antler. Polished and carved with various figures and shapes, measures 10” to 18” in length. 10gp    
Ivory Ivory Polished and carved with various figures and shapes, measures 10” to 18” in length. 75gp    
Crafted Rods        
Wood Hardwood. Polished and carved with various figures and shapes, measures 24” to 36” in length. Most Rods general size (length and diameter) to a walking stick, cane or baton. Can be used as such in combat as a ‘club’ if the composite material is strong enough. 10gp    
Bone or Antler Bone or Antler. Polished and carved with various figures and shapes, measures 24” to 36” in length. Most Rods general size (length and diameter) to a walking stick, cane or baton. Can be used as such in combat as a ‘club’ if the composite material is strong enough. 40gp    
Ivory Ivory Polished and carved with various figures and shapes, measures 24” to 36” in length. Most Rods general size (length and diameter) to a walking stick, cane or baton. Can be used as such in combat as a ‘club’ if the composite material is strong enough. 500gp    
Crafted Staves        
Wood Hardwood. Polished and carved with various figures and shapes, measures 48” to 72” in length. Can be used as such in combat as a staff if the composite material is strong enough. 15gp    
Bone or Antler Bone or Antler. Polished and carved with various figures and shapes, measures 48” to 72” in length. Can be used as such in combat as a staff if the composite material is strong enough. 100gp    
Ivory Ivory Polished and carved with various figures and shapes, measures 48” to 72” in length. Can be used as such in combat as a staff if the composite material is strong enough. 1000gp.    
         
Alchemy Equipment Does NOT include workbenches, fireplace, furniture, etc      
Minimal Lab (portable) 2 each, alcohol lamp, alembics, flasks, dishes, mortar and pestle, basins, jugs, retort, measuring devices Wooden case 3’x1’x2’ 60lbs Compounding time is 5x normal 200gp    
Basic Lab Brazier, 4 alembics, flasks, dishes, mortar and pestle, basins, jugs, retort, measuring devices Compounding time is normal 500gp    
Enhanced Lab Brazier, 8 each of alcohol lamps, alembics, flasks, dishes, mortar and pestle, basins, jugs, retorts, measuring devices  Compounding time is reduced by 20% 1000gp    
Advanced Lab Brazier, scales, 12+ each of alcohol lamps, alembics, flasks, dishes, mortar and pestle, basins, jugs, retorts, measuring devices Compounding time is reduced by 33% 2000gp    
Alchemy Supplies * DOES NOT include rare or magical creature parts or sentient parts      
Basic Chemical Supplies (Common Salts, alcohols, minerals, common organic substances) Sufficient for 1 month  of work* Compounding time is normal. 150gp    
Advanced Chemical Supplies (Common and Rare salts, minerals, Common and unusual Organic substances) Sufficient for 1 month of work* Compounding time is reduced by 20% 300gp    
 
     
       
       
       
       
Potion Materials      
Potion flask, glass 1 dose Glass is breakable.  1 in 6 chance if dropped, etc 2gp each    
Potion flask, glass multi dose (3) Glass is breakable.  1 in 6 chance if dropped, etc 6gp each    
Potion flask, crystal 1 dose Crystal is not breakable if dropped,  Must be struck 10gp each    
Potion flask, crystal multi dose (3) Crystal is not breakable if dropped,  Must be struck 30gp each    
         
         
         
         
         
Weapons  See Weapons page for details
     
Darts (Short) steel  1     5sp    
Darts (Short) silver point  1   50sp    
Darts (Short) cold iron  1     5gp    
Dagger, steel medium length, 6″ to 8″ blade  2gp    
Dagger, silver blade medium length, 6″ to 8″ blade 20gp    
Dagger, cold iron medium length, 6″ to 8″ blade 60gp    
Dagger, throwing, steel, pair medium length, 6″ to 8″ blade   5gp    
Dagger, throwing, silver 1 medium length, 6″ to 8″ blade 20gp    
Dagger, throwing, cold iron 1 medium length, 6″ to 8″ blade 60gp    
Dagger, Pohl, steel 10″ blade   5gp    
         
         
Fine Quality Dagger Suitable for +1 enchantment 200gp    
Masterwork Dagger Suitable for +2 or better enchantment 300gp    
         
Healing Substances  * See description of Elvin Healing substances    
Elvin Healing Tea 1 dose* 10gp    
Elvin Wound Balm 2 applications* 20gp    
Elvin Burn Balm 2 applications* 20gp    
Elvin Health Elixir 1 dose* 75gp    
Elvin Venom Poultice 1 use* 25gp    
         
         

 

Clothing, Gear and Armor
Although these items, like most of the weapons listed above, can all be purchased at other shops, they are often found in Magic Shops as a convenience and because there is often customization that Mages desire.

Customizations

Colors: Unless otherwise specified and paid for, clothing; cloaks, hats, robes, gambesons etc, come in a solid color.  Black, grey, brown (home spun), dark blue, dark green, light tan, white.
Specialty colors cost 1gp extra.  These colors include red, light blue, light (‘Sherwood’) green and yellow.
Garments made of two colors (Any of the above) costs an extra 3gp.
Garments made of three colors (Any of the above) costs an extra 4gp. With additional colors adding 1gp each in addition to the 4.
Normal buttons and such are of wood or bone.  ‘Trim’ items, like brass, silver or gold buttons, lace, piping, embroidery and such are done to order and will add 3 to 30 gold pieces to the item cost.

Pockets, sheathes, etc:  Adding pockets, inside or out, to robes and such add 10sp per pocket. (There are practical limits as to how many pockets can be added.)
Boot sheathes and wand scabbards cost 15sp, plus the cost of the boots or garment.

 

A Magic User’s Gambeson

A typical Gambeson designed for daily use and protection of a Mage (and by some wealthy merchants and nobles) will be of heavier, stouter, treated cloth on the outside then a normal gambeson.   T
ypically a canvas type material, trimmed and reinforced with leather at collar, shoulder panels, edges and cuffs. (It is too thick to be worn under other armor) The interior is padded and lined, either with silk or fine linen for the warmer climates or sheepskin for the colder regions. With warm clothing the sheepskin lined version will serve as Winter Wear in all but extreme cold. It will have a built in belt of leather with attached pouches, two on either side, and loops to attach scabbards, purse or other pouches and devices. There is generally a built in pocket in each sleeve able to hold small daggers or similar sized objects (wand, scroll tube, etc) up to 2lbs each sleeve (2 throwing daggers per sleeve pocket.) Two inner pockets able to hold 4lbs each/ Two front ‘cargo’ pockets able to hold 4lbs each, these have button down flaps. 1 large pocket across lower back (under the belt) that can hold up to 10lbs (suitable for a Traveling Spell Book but NOT a Grimoire.) It will have an attached hood and the fabric is water proofed vs rain (not immersion) 
Cost:  12gp (Basic color with no extras)             AC: 7 
Weight (empty pockets) 8lbs                             Weight (full pockets) 29lbs