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Magic Merchants Primer
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Using the Magic Merchants Series
Magic lies at the very heart of fantasy, yet too often in d20 fantasy the process
of acquiring magic items only serves to reduce the power of magic to spark the
imagination. In a world where wizards can craft staves and wands with ease and
fighters can calculate the cost of their next magic sword, the wonder of actually
owning a magic item is quickly lost. To make matters worse, d20 fantasy is balanced
on the assumption that characters will have access to magic equivalent to their level, so
merely ruling that magic cannot be created or traded for by the players simply replaces
a thematic concern with a mechanical one. Hence the core question remains: how does
the gamemaster keep magic important and interesting as the players reach higher
levels?
The Magical Merchants series is designed to help strike a balance between the
necessities of theme and mechanics, providing you with a series of detailed characters
and locations that the players must interact with in order to get that crucial +1 dagger
or potion of cure moderate wounds . Every release in the series is designed with the
belief that magic stores and the people who run them should have just as much
character and importance as the dragon the adventurers defeated in order to earn their
gold. Rather than a simple exchange of gold, shopping for magic items can become an
experience that reinforces the power and role of magic within the campaign world.
While the series can make the process of acquiring items interesting once
more, there is more than can be done to help generate interest in magic from even the
most jaded player. In this primer you will find suggestions for making the most out of
the Magic Merchants series, as well as alternate rules you can use to maintain the
mystery of magic while still allowing players to buy and sell at will. There are hints for
using magic to generate a sense of place and history, as well as rules for limiting the
kind of magic that can be created without denying players the opportunity of creating
their own staves and swords should they wish to. Whether you use the Magic
Merchants series or not, these rules can be used to liven up the magic items found in
your games.
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Magic Merchants Primer
Rule 1) Attach a Sense of Place to Magic Items:
While some items are universally useful and should be found
nearly anywhere, choose a few items from your treasure lists
and simply state that they are only crafted in a few select
locations in your world. In many ways, these items become a
signature for a place or culture within your campaign.
Countries, particular wizards, humanoid tribes and
cities are all canditates for signature items of some kind or
another, it’s simply a matter of selecting one or two and
making a note of it for future reference. Just as a katana can
make us think of Japan and the horned helmet makes us think
of vikings, signature items can become a short-hand for an
entire image if used carefully. While taking the time to give
each item a history can be time consuming, signature items and
magic items with strong cultural associations are often a quick
and easy way of giving the same effect.
A +1 spell-storing greatsword may seem mundane on its own,
but if the only people who create these swords are the tattooed
Warrior-Sorcerer’s of Ken’Lun it instantly becomes more
interesting to the players. Finding such a weapon among a
treasure hoard starts raising questions beyond Should we sell it
or give it to the party fighter? Instead it prompts the players to
question how such a blade came to be so far from home, or
why it was found in the hand of a goblin-chieftain’s
bodyguard. A wizard who wants to create such an item must
travel to Ken’Lun to study the secrets of forging the weapons
himself, or must acquire such a blade to study within the
privacy of his home (and it’s possible the warrior-sorcerers
guard the secrets of the blade’s creation very, very closely).
Even if only one item in five or ten has this sense of
connection, it’s enough to remind players of the world outside
the current treasure horde. Places and people continue to exist,
even if the player characters aren’t paying attention to it at this
very moment.
Rule 2) Attach a Sense of Place to Magic Stores:
The Magic Merchants series can generate the same effect on a
more localized level, particularly when coupled with the
signature items included with each installment. Just as rulers
and culture can define a feel of an area, magic stores and the
items they sell can have an impact on their surrounding area. A
store that focuses on magic weapons will produce a region with
inordinately skilled fighters, enhancing the martial reputation
of characters that emerge from the small town where it is
located. An apothecary focusing primarily on alchemical items
can set the tone for an impoverished village, where magic is
still a rare and suspicious thing.
Once you place the House of the Transformed Toad
into your campaign, it serves as an easy short-hand for
determining the kind of magic items that are likely to be
carried by local adventurers. A low-level fighter carrying a
liquid image probably hails from one of the towns close to
Telgen’s store, and the hordes of monstes in the local area are
probably littered with items purchased from the store (much to
Telgen’s distress, to be sure).
Finding a dusty vial containing a potion that is only
found in the players home town in the hands of a villain several
thousand leagues from the store where it was made could
provide a subtle clue about the bad guy’s origins. Or it could
raise important questions as to how or why such an item ended
up so far from its source. Is there a former apprentice of the
wizard in town, replicating his master’s items? If so the party
may be able to use their familiarity with original store to gain a
valuable contact in an unknown teritory. Has the villain spent
his life searching for an item of power? Then it’s possible that
the wizard has a useful scrap of lore hidden away in his
inventory, or that he can direct the players to another clue in
the small town where they started their adventures.
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Magic Merchants Primer
closely associated with particular creators, and players may
even search out master craftsmen in order to learn the secrets
of creating a particularly important item.
Even if you choose not to use item formulas in your
campaign, it’s recommended that you keep the signature items
listed for each magical merchants installmet rare in order to get
the most out of the series. You may also choose to apply the
item formula rule to specific types of magic items, such as
special abilities for Arms and Armor, Staves and Rods, and
Wondrous Items. This keeps scrolls, wands, potions and +1
weapons freely available to characters, while making the
creation of permanent items a more unique ability.
Rule 3) Require Item Formulas to Craft Items: Just
because a spellcaster has an item creation feat, that doesn’t
mean she automatically knows how to create every item in the
DMG. Just as a wizard must learn the words and gestures
needed to cast a new spell, magic items require the knowledge
of specific rituals and formulas to bind magic to an item. Those
who wish to create an item and do not have the formula for it
must seek out its secrets, either by learning them from another
spellcaster or studying a completed sample of the item.
When using the item formulas rule, assume that any
character selecting an item creation feat knows the secret of
crafting 1 item + 1 additional item per point of Intelligence
bonus (minimum 1 item). Learning the secrets of creating a
new item requires either one week studying a completed
example of the item to be created and a succesful Spellcraft
check (DC 15 + item caster level) or learning the formula from
a caster that already knows it (Spellcraft DC 15).
Creating a new item without the benefit of notes or a
completed example requires a strong understanding of magical
theory. The initial planning of the item requires one week of
study per caster level of the completed item and a succesful
Knowledge (arcana) check (DC 20 + item caster level),
followed by a Spellcraft check (DC 15 + item level) to ensure
the magical theory can be put into practice. If either of these
checks are failed, the research process must be started again. A
successful check allows the character to uncover a method of
crafting the item he is researching, while those that fail the
check by 5 or more may create cursed or flawed items.
Using this option makes item crafting more difficult for
players, but also turns each item into something of an
achievement. Just as learning to cast a new spell becomes the
goal of every wizard as they gain levels, learning the craft of a
new item becomes a key moment in the career of any
spellcaster devoted to artifice. Items can quickly become
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Magic Merchants Primer
when it is no longer needed but retain a sense that the blade is
important to someone else.
No magic item comes out of a vacuum, and all were
created for a purpose. Even a simple potion can be seem
important when this is remembered. A simple potion of
neutralize poison can seem a mighty prize when the players
find out that it was the vial stolen from the page of King
Tallarn III, mere hours before the king was killed by poison in
his wine. The magic value of the potion may be negligible to
high level characters, but the historical value of the vial may be
ten times its original asking price. To the family of the knight
that originally lost the vial, disgraced and outcast due to the
failure of their ancestor, its symbolic value could be even
greater.
Rule 4) Give Items Meaningful Backgrounds:
Attaching names and history to an object may be time
consuming, but it’s among the most effecive ways of making a
magic item interesting. Ask yourself a quick question – would
you rather be known as the guy wielding a a +1 longsword or
the Blade of Vistahl, used by a legendary elven hero to slay a
thousand orcs? It’s a fairly easy choice for any young hero to
make.
There are two main problems with giving items this
kind of detail. The first is that it’s time consuming. D20 games
tend to involve a lot of magic items and even if you limit
yourself to only generating brief histories for the permanent
items, you can still spend hours writing up notes when the PC’s
hit high levels.
The second problem lies in the mechanics of the game –
if the Blade of Vistahl is treated as nothing more than a +1
longsword with an interesting name, its glamor quickly wears
off and the details only serve to make the experience of
wielding the blade even more hollow. When no one
acknowledges the blade is special, or they dismiss the blade
because it lacks power it quickly becomes another
ddisappointment to the player with visions of heroes from
fantasy literature dancing through his head.
The key to keeping these items interesting is to make
their backgrounds meaningful to the characters. As you dole
out details about the sword’s background, back those details up
with game mechanics or value in the campaign. If the Blade of
Vistahl grants the wielder a circumstance bonus when dealing
with elves of Vistahl’s tribe, the players get the chance to see
the background of the weapon having concrete effects and may
act accordingly. If the tribe is willing to pay a little more than
the blade is worth in order to regain possession, you can give
the players the opportunity to divest themselves of the weapon
When other people actively want the item a character is
carrying, the player starts to get a sense of its worth. If the
history of an item suggests that it is valuable, make that value
meaningful beyond the rules for the item. If it means letting the
characters have a little extra gold or a circumstance bonus
under certain conditions, let them have it and find a way to
balance the game elsewhere.
Magic Merchants Primer
Written by Peter Ball
Edited by Adam Windsor and Cherelle Slater
Proofreading by Lucy McLaughlin and Sean Cunningham
For details on upcoming Magic Merchants PDF’s, visit our
website at www.clockworkgolem.com .
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House of the Transformed Toad
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