Finding the Best Wholesale Suppliers for Magic Items

By admin

In the world of fantasy and storytelling, magic items hold a special allure. These enchanted artifacts have the power to inspire awe, evoke wonder, and drive the narrative forward. Whether it's a powerful sword, a mystical amulet, or a magical staff, these items play a crucial role in shaping the story and the characters within it. However, what happens when the concept of magic items is taken to the next level? What if instead of having just one or two magical artifacts, there were bulk quantities of these powerful items? The idea of magic items in bulk is an intriguing one. It opens up a world of possibilities and challenges the traditional notions of how magic items are used in storytelling. No longer are magical artifacts a rare and precious commodity, but rather they become more readily available and accessible.


DON'T just copy an interesting magic item from some other game book.

One of my pet peeves in Dungeons and Dragons and this is despite the fact that I join in with the rest of them is when we come back from an adventure, the first thing the players do is go to the Dungeon s Master Guide to look at what magic items everyone can buy. First, local constabularies are going to frown on people buying wands of fireballs , just like the modern person can t stop by the local pawnshop and pick up an automatic weapon or explosives.

Magic items in bulk

No longer are magical artifacts a rare and precious commodity, but rather they become more readily available and accessible. The implications of this are vast. Suddenly, adventurers and heroes alike have access to an array of magical weapons, armor, and tools that can enhance their abilities, grant them new powers, or aid them in their quests.

Enchantment 101

Mostly that's because I love the great toys that fantasy writers get to play with – invincible swords and magic rings, invisibility cloaks and crystal balls, musical instruments and tomes of eldritch lore. Magic items are fundamental to epic literature. A book of these items seems like a must-have for anyone who loves this genre of fiction – and I'm no exception. With this in mind, writing GURPS Magic Items 2 was a remarkable experience.

Blueprinting Sorcery

The first step in writing a book is fleshing out the proposal. A good proposal is like a blueprint; you know how much space you've allowed each section and you work on filling up each one. Some things were mandatory: swords and weapons, armor, wizards' and thieves' implements. The rest was pretty much up to me, though my editors suggested several new "shops." Holy Magic, Politics, Pets and Animals, Books – all of these survived the first cut, which removed Underwater and High-Tech Magic entirely for lack of space. Subterranean, Space, Nonhuman and Polar Magic were other shops I toyed with doing, but they didn't even get into my original proposal.

With my own items, I followed a consistent pattern: I invented the name first. Sometimes it was based on a pun, such as the "Elephant Trunk" or the "Air-Loom." Those outraged by my flippancy can blame Piers Anthony – Xanth got me started. Lists of names, sometimes with thumbnail descriptions, were jotted down on any piece of paper within reach. Grocery bags, bank deposit notes and scraps of notebook-paper littered my desk by the time I was ready to rough out the first draft. Any time I was waiting in line at a store or at a traffic light, out came the pencil and more names got added to the growing stack.

Some names and descriptions were borrowed from fantasy fiction. This is inevitable; virtually any magical item imaginable has been invented, used and enshrined in a book somewhere. I did my best to avoid ripping off any writer's particular work. On that level, I think I succeeded; at least, I doubt anyone could name the objects I "borrowed" from my extensive reading list. Most of them underwent fundamental changes in appearance, ability and background.

Next I made up a computer template:

NAME
CATEGORY (swords, armor, necromantic, etc.)
ABILITIES
DRAWBACKS (if any)
COMPONENT SPELLS
ASKING PRICE

Every object created went through this stage first. For most I left the Component Spells and Asking Price until later, as these required research and number-crunching, neither of which is my forte.

Once the basic item-outline was done, I rechecked Magic Items to make sure I hadn't duplicated Chris McCubbin's work. After a month or so, I probably could have recited most of the items in Chris's book from memory.

For each surviving item, I worked out how it could function in game terms (this took a lot longer than I expected), and noted possible component spells and what I thought it should cost. When I got my first draft back for revision, a lot of changes were made, many of them suggested by my editor; some items, however, I'd rethought in the meantime. The second drafts were generally far superior to the originals.

Reader Submissions

Overall, I was very impressed with the ingenuity and creativity displayed by the respondents, and I'd like to thank everyone who took the time to send them in. If some of the items in the book look familiar, that's probably because a number of submissions used similar themes – I reviewed dozens of sword descriptions alone. When two ideas were extremely close and I wanted to use one or the other, I chose the best-written presentation; if the submissions were equally well drafted, I broke the tie by looking at the postmark's date. The submission was edited and included (sometimes with changes) in the book's first draft.

If there's a Magic Items 3, we'll need even more submissions.* Please don't be shy about sending in your work! Reading over gamer-supplied items was a pleasure. Your best bet, if you want your idea to get the consideration it deserves, is to do the following:

DO type up your submission. Typed submissions are easier to read than even the neatest handwriting, and they look far more professional.

DO develop specific ideas for an item. Several submissions suggested generic "invisible swords," "rings of total mind control" or equally ill-defined ideas. There might be the germ of a good item, here, but we need more than germs for the book. On the other hand, a good suggestion might be: "Nightsword – By day, this appears to be an average thrusting broadsword; by night, the blade becomes shadowy and translucent, deceiving opponents and costing them -2 on all Active Defense attempts." That reads a lot better than "Invisible Sword."

DON'T embed an item-suggestion in the text of a letter. Item submissions should appear on separate pieces of paper, for the sake of convenience and readability. Sending a short cover letter, one or two paragraphs, is an excellent idea; just don't put your item submission on the same page. But . . .

DON'T just copy an interesting magic item from some other game book.

DO include your name and address on every page you send us. Some submissions could only be identified by matching paper and typeface with a cover letter, and the two were not always right next to each other in the stack. If you want proper credit for your work, please include this information on every page.

These suggestions do not guarantee that we'll use your ideas, but they'll improve your odds!

The First Word is the Hardest

When I think over writing the book, the hardest and easiest part was introducing each shop. Designing the NPC proprietor/vendor characters for each shop was a breeze. Each required a little story and plenty of characterization, all brief enough to stay readable. The introductions were a bear, though. As most of the chapters expanded on previous shops, it became difficult to rephrase the superlative chapter introductions in Magic Items while adding anything meaningful.

It's Good to be a Wizard!

Cursed items were the most fun to create. I like challenging players with devious magic, especially when they're starting to feel overconfident. Cursed items make even the boldest adventurers move a little more cautiously.

In particular, I'm rather proud of the swords Acclaim and Infamy. As far as I know, that idea was original – at least, I can't recall ever hearing of items that conferred a wholly fictitious reputation on the owner. Likewise Intimidator, which makes people afraid of the holder. They aren't combat powers, but they can add a lot to noncombat encounters and enrich a gaming experience.

Enriching and enhancing a fantasy campaign is what Magic Items 2 is all about. Happy gaming!

* Editor's note: Yes, there probably will be a Magic Items 3, though not until at least 1993. But if you think of an item, by all means, submit it! The ground rules: We can't acknowledge or return submissions; all submissions become property of SJ Games. If an item is used, the first person to suggest it in usable form (as explained above) will receive credit in the book and a complimentary copy.

Copyright © 1997-2023 by Steve Jackson Games. All rights reserved.

NAME
CATEGORY (swords, armor, necromantic, etc.)
ABILITIES
DRAWBACKS (if any)
COMPONENT SPELLS
ASKING PRICE
Magic items in bulk

This can lead to both thrilling and comical situations as characters navigate their newfound abundance of magical items. At the same time, the concept of magic items in bulk introduces new challenges and considerations. With so many magical items available, their value and uniqueness decrease. This can diminish the sense of wonder and mystery that comes with discovering a rare and powerful artifact. It also raises questions of balance and fairness in storytelling. How does one ensure that the abundance of magic items does not overpower the narrative or make challenges too trivial? Despite these challenges, the idea of magic items in bulk offers a fresh and exciting take on the use of these enchanting artifacts in storytelling. It allows for a different dynamic and can create opportunities for creative storytelling and character development. In conclusion, magic items in bulk add a new dimension to the world of fantasy and storytelling. While they may challenge traditional notions and raise questions of balance, they also offer new possibilities and opportunities for imaginative narratives. As writers and readers, we can embrace this concept and explore the diverse and exciting stories that can arise from the abundance of magical artifacts..

Reviews for "Bulk Buying Magic Items: A Beginner's Guide"

1. John - 2/5 - I was really disappointed with "Magic items in bulk". The concept was intriguing, but the execution was poor. The story was confusing and scattered, with no clear direction. The characters lacked depth and development, making it hard to connect with any of them. Additionally, the writing style was clunky and amateurish, which made it difficult to stay engaged. Overall, I found this book to be a letdown and wouldn't recommend it.
2. Sarah - 1/5 - "Magic items in bulk" was a complete waste of time. The plot was convoluted and didn't make sense at all. It felt like the author was just throwing random ideas together without any thought or coherence. The characters were one-dimensional and uninteresting, and I couldn't care less about what happened to them. The writing was also very poor, with numerous grammatical errors and awkward sentence structures. I regret picking up this book and wouldn't recommend it to anyone.
3. Alex - 2/5 - I had high hopes for "Magic items in bulk", but unfortunately, it fell short. The story had potential, but it lacked depth and failed to explore its intriguing concepts. The characters felt flat and uninspired, and I couldn't connect with any of them. The pacing was also inconsistent, with some parts dragging on and others feeling rushed. Additionally, the writing style was mediocre, with repetitive phrases and clichéd descriptions. Overall, I found this book to be disappointing and wouldn't read anything else from this author.

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