Continuing with my musings on Class Guilds, I turn my attention to magic users. To me, a mage’s guild is a gentleman’s club of sorts, where wizards and their ilk can meet on somewhat neutral grounds despite being in fierce competition otherwise – a place where disputes between individuals who wield enormous power might be defused before they spill into the general community and hurt all wizards or start witch hunts.
Another issue arises with the introduction of the “Aesoterium”, a store for buying magical items that is open not only to guild members but (at increased rates) even to non-members. I know there are a lot of opinions about whether magical items should be for sale at all, and if so how and where. I strongly believe so, as long as the game gives the ability to formally create them in some way which has a measured cost.
For scrolls, potions and similar items there is an easily discernible cost – the money invested by the mage on creating the item, the resources that were spent making it and a premium for the time and risk required simply to learn how to perform this feat. I see no reason why wizards would not supplement their income and fund their experiments by brewing potions and making scrolls and selling these – and so, in my campaign world, they do.
I don’t usually allow sales of items that are not one-use, however. These items should have a more unique feel, to my mind. Of course they are both bought and sold; everything is, as everything has a price. It’s just that I think this is more about having them commissioned or private deals away from prying eyes. Also, my permanent magic items commonly have severe drawbacks or involve some sort of rather dark magic, which means they often need to be sold covertly.
My rules for the Mage’s Guild can be downloaded here, or in the Library. To clarify, a laboratory or library is used in LotFP to create potions or scrolls during downtime.