Magical society, harvesting magical components


Homebrew and House Rules


So I have an area in my setting that is kind of a mageocracy. I am picturing villages that sustain their economy by producing spell components and similar, since there is a market for those things. Can anyone think of any cool examples?


Another way for folks to make money in such a setting would be to raise exotic familiars which they can then sell to wizards and the like. For example, they might breed shocker lizards or tressym.


Exactly what I'm looking for! I have already tried something with shocked lizards and ran into problems because they apparently get sick when solitary and zap the hell out of you when together with their kind.

I'm still trying to work it out though.

I'm also interested in cockatrices.

What else? Anybody know any really exotic spell components?


That tressym is nice, but seems kind of realms specific.


Grimmy wrote:
Exactly what I'm looking for! I have already tried something with shocked lizards and ran into problems because they apparently get sick when solitary and zap the hell out of you when together with their kind... I'm also interested in cockatrices.

It would surely be difficult breeding them (and maintaining their numbers), but skilled handlers could probably get the job done (especially with some electricity resist gear, which wouldn't be too hard to get their hands on in a mage driven economy). For some added flavor, you could make them a family of stormborn or draconic (blue) sorcerers, whose prestigious bloodline is long-standing in the region.

Similarly, cockatrices handlers could use items which reduce their risk of being petrified.

Grimmy wrote:
That tressym is nice, but seems kind of realms specific.

It's your setting! You can choose to include them, and they no longer are ;P


Fantastic idea about the blue draconic sorcerers.
The goggles, I don't know I think cockatrices petrify with a bite. Please keep them coming this is exactly what I'm after.


I guess they can sell basilisks instead. You know, that's not a bad idea. Basilisks would make excellent guard-dogs if you could tame them.


Sequester, 7th level spell, needs basilisk eyelash!
Keeps ehm coming!


I should add, I want these to be possible with minimal gear. These are like the peasants of this society. This one area is a mageocracy, but magic is still not that common. The world is low magic overall. Just this one area is about standard D&D magic levels, and even here, those who rule don't like to share it.


Grimmy wrote:
So I have an area in my setting that is kind of a mageocracy. I am picturing villages that sustain their economy by producing spell components and similar, since there is a market for those things. Can anyone think of any cool examples?

In many of my villages, I have apothecaries and markets for magic items and magical tools, which includes spell components. Things like raising bats, nests of nonharmful spiders, purified dusts, and so forth. Naturally, most of these are extremely cheap and assumed to be in full supply for a mere 500 copper pieces (the cost of a spell pouch).

Meanwhile, items such as certain types of gemstones are sold for different uses. Onyx stones are favored by those of the necromantic persuasions, and diamonds in various forms are used in both arcane and divine casting. Since the size of a gemstone is not an issue, only its value, many jewelers or gemcutters specifically shape and refine gemstones to make them more valuable. I imagine that a more refined gem acts as a greater focus for the magic. For example, if you need a diamond worth 5,000 gp, you could carry a big chunky uncut diamond, or a finely cut gemstone much smaller but with countless flawless facets that reflect and contort light as well as magic.

Feel free to drop spell components for spells that don't even exist in the general sense. Perhaps a place has a jar of jellied anchovies. Why the hell would they have a jar of jellied anchovies? Because some wizard special orders the stuff. He either uses it for some researched spell, or puts it on his pizza. They don't know, nor do they ask. ;)

Many trade goods would also be likely. Things like tobacco and marijuana are probably pretty common (especially for those Gandalf the Grey fans). Small figurines. Some art objects that are specifically crafted to be used in magic item creation. Metals, both chunks and powdered are common.

Most of these sorts of shops will be run in my games by either Adepts or Experts, typically trained in Alchemy, Knowledge (Arcana), and Spellcraft. If adepts, most of 3rd level or higher will probably possess Craft Wondrous Item, allowing them to stock many minor magical sundries such as elixers. If they are adepts, any of 2nd level or higher will have familiars wandering the store.

A lot of magical components are very, very mundane. This makes them easy to market as peasantry. Like I said before, bats, spiders, mice, rats, potential familiars, raising potential animal companions, milking snakes for poisons, and many more things.


Thanks great post. I'm going through the spell descriptions looking for more ideas.

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