Create detailed D&D magic shops with unique items, lore, and atmosphere tailored to your campaign's setting and level
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Simple steps to create amazing results
Select from potion shops, enchanted armories, magical trinket emporiums, arcane libraries, or general magic vendors. Specify your campaign setting and desired atmosphere.
Set the party level, rarity of items, shop theme, and any specific magical items you want included. Adjust the shopkeeper's personality and shop lore to fit your world.
Instantly receive a complete magic shop with inventory, prices, shopkeeper details, and shop description. Download, copy, or save directly to your campaign notes.
Powerful capabilities at your fingertips
Automatically generates magic items balanced for your party's level, with proper rarity distribution and pricing according to D&D 5e guidelines.
Get detailed descriptions of the shop's appearance, atmosphere, notable features, and unique quirks that bring your magic emporium to life.
Each shop comes with a fully-realized NPC shopkeeper including personality traits, appearance, quirks, and potential plot hooks for your campaign.
Choose from various shop specializations—potions, scrolls, weapons, armor, trinkets, or general goods—each with thematically appropriate inventory.
Generate diverse establishments from humble potion stalls to grand arcane bazaars, blacksmiths enchanting weapons, or mysterious curiosity shops.
Download your magic shop in multiple formats or copy directly to your virtual tabletop, campaign notes, or homebrew world documents.
The first detailed magic shop appeared in the 1975 supplement 'Greyhawk,' introducing the concept of purchasing magical items rather than only finding them as treasure, fundamentally changing D&D economics.
Since 5th Edition (2014), magic items are categorized into five rarity tiers (Common to Legendary) with suggested price ranges spanning from 50 gold pieces to over 50,000 gold pieces, though many DMs use the optional rule that true magic shops don't exist.
The community-created 'Sane Magical Prices' document by Saidoro in 2015 became so popular that it's used by more DMs than the official Dungeon Master's Guide pricing, offering over 400 specific item valuations.
The 2018 Acquisitions Incorporated sourcebook introduced franchise-based magic shops where player characters could own and operate their own stores, complete with staff management and rival business mechanics.
The Eberron campaign setting (2004) revolutionized magic commerce by introducing widespread magical industrialization, where basic magic items are as common as mundane goods and can be purchased at corner stores.
Xanathar's Guide to Everything (2017) introduced the first official downtime activity for buying magic items, requiring ability checks and spending 100 gold pieces just to search for rare items, with only a 10% base success rate.
Gary Gygax, D&D's co-creator, strongly opposed magic item shops in his games, arguing in Dragon Magazine #17 (1978) that they diminished the wonder of magical discovery and broke campaign immersion.
The concept of traveling or teleporting magic shops became popular in 3rd Edition (2000-2008), with the most famous being 'The Wandering Emporium' from Dragon Magazine #332, which appears randomly and accepts unusual payment forms like memories or years of life.
Statistics from D&D Beyond show that potions of healing account for approximately 60% of all magic item purchases by players, making them the most economically significant commodity in typical magic shop inventories.
The city of Waterdeep, detailed extensively since 1987, contains over 40 named magic shops in its official documentation, making it the most commercially developed magical marketplace in D&D lore with specialized vendors for specific item types.
The 2nd Edition Dungeon Master's Guide (1989) included rules suggesting that 10% of magic items sold in shops should be cursed or defective, introducing the concept of 'buyer beware' to magical commerce.
Casting Identify to verify magic item authenticity costs 100 gold pieces in material components (a pearl), leading to an entire sub-economy of identification services where shops charge 10-25 gold pieces per item, undercutting the spell's cost.
Everything you need to know
Create unlimited unique magic shops for your D&D campaign in seconds. Give your players memorable shopping experiences they'll never forget.