A Brief Interlude

The following chapters deal with a number of ideas that make sense in the context of a world with the open sale of magic items: custom work, upgrades, second hand sales, and illegal goods/black markets. You can use any, all, or none of these ideas. The base system will work fine regardless of which options you choose, and none of them require the others to work. 

In fact, if a campaign crosses the world, PCs are likely to see different combinations in play. A large city on a major trade route may have wizards who take commissions for magic items and a thriving secondary market; a lawful evil city on the coast might have considerable black market trade; and a gnomish tinker town to the south specializes in upgrades and trying to sell the party on their failed experiments. You can mix and match the systems any way you’d like, depending on how you perceive the areas the party is traveling to and what you think will be interesting for your players.

With that said, let’s carry on.