How much, or how little magic exists in the fantasy world is a decision that each referee will need to address in their campaign. Consumables, including spell components and certain mundane items associated with magic such as spell books, special inks and parchments, seem like obvious items that a magic shop might specialize in. Other actual "magic items" such as scrolls containing ready-to-cast spells and ready-to-use potions may be available for sale in a specialty shop, but would also require the skills of an actual magic user or cleric (or both) to prepare. The rules for creating these items and other magic items of a more permanent nature will vary from campaign to campaign as they should since they greatly affect the amount of magic available to characters.
My first experience with the hobby of tabletop fantasy role-playing involved a referee whose campaigns were ones that seemed to regulate the available magic items to those found while out adventuring - they were in effect "treasure". Magic was rare and special and highly desirable, so acquiring it was an obvious motivation for adventuring. Many a journey into danger started with a rumor of a lost magic item guarded by some monster.
At some future point I am sure that I encountered a magic shop that sold various healing potions, protection scrolls, or something similar. I don't recall, however, finding a +1 magic sword for sale as such "permanent" magic items were essentially so rare as to be impossibly valuable. In the instance that we found ourselves with an extra magic item, we would hand the surplus item down to a character of lower level, or stash it in our backpack for safe keeping, but there wasn't a market for selling these magical items. After all, what non-adventurer would possess enough coin to afford one?
Then came my experiences with computer FRP games - the wonderful Gold Box Pool of Radiance (based on AD&D) for example. Along with these electronic games came the skills of managing one's inventory of items. There was a limit to how much the party could carry around. In Pool of Radiance surplus magic items can be sold - exchanged for coin which can be spent for leveling up and for other useful advances including buying spells. Logic suggests that under these circumstances there will be magic items available for sale too. Ones that might have been sold by other adventurers and therefore can also be bought by our characters. The magical version of the pawn shop was born.
Subsequent editions of the world's most popular role-playing game have often made the acquisition of level appropriate magic items a part of the assumed advancement of every character. Under these requirements, the full-blown magic-for-sale shop has become a commonly held necessity.
I have a decided preference for "found magic" as opposed to purchased magic. I am also inclined to play older edition games and those recent systems which promote a traditional approach in their style of play. I often remark that my early experience with the three little brown books has had a significant influence on every FRP that I have played since - and that when acting as a referee, I seldom offer my players the convenience of shopping at the local magic item shop. I will, however, suggest certain rumors pertaining to the possible where-a-bouts of a given magic item that is expressly sought by a character. Adventure awaits!
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