Is there a stat analysis for what are the spells people actually choose?
I'm creating small shops in my game that scrolls can be bought. I would like to make a random generation of scrolls based on rarity. (I would expect commonly selected scrolls to be found more than ones no-one picks). In order to do that I have to have the data on what people actually choose.
Is there a stat analysis for what are the spells people actually choose?
I'm creating small shops in my game that scrolls can be bought. I would like to make a random generation of scrolls based on rarity. (I would expect commonly selected scrolls to be found more than ones no-one picks). In order to do that I have to have the data on what people actually choose.
As DM, you should be aware of what spells your players have taken for their chars. Or what classes they are for ones who can prepare different spells daily.
Rarity of spells for PCs is not necessarily representative for use in the broader world anyway. Very few PCs are going to cast Plant Growth in the 8 hour ritual variant, but it's likely a rather common spell in actual use.
I did this once for 3rd edition. The trick is to realize that the stuff the adventurers only want is less likely to be for sale. The alchemists etc likely cater to the wealthy, and their trade is fairly predictable.
Potions I consider always available and their quantity:
Healing (5d4)
Philter of love (1d4)
Animal Friendship (3d6)
Comprehension (2d10)
Flying (fun for the nobles) (1d6)
Fire resistance (6d4 if the city has any wood buildings. Dwarven stone cities might have none)
Poison resistance (1d8)
Water Breathing - (if the city has a lake or ocean 4d6, if a river 1d20, else nothing )
Elixer of Health (3d4)
Mind Reading (1d20)
Mind Control (Beast only) (1d6)
All of these spells are the kinds of thing wealthy city dwellers will seek to buy and are likely legal. Anything else is likely to be hard to find.
As for scrolls, I would expect any city to sell all the 1st and 2nd level non-combat spells for Wizards and Clerics. 3rd level or higher is less certain.
Is there a stat analysis for what are the spells people actually choose?
I'm creating small shops in my game that scrolls can be bought. I would like to make a random generation of scrolls based on rarity. (I would expect commonly selected scrolls to be found more than ones no-one picks). In order to do that I have to have the data on what people actually choose.
As DM, you should be aware of what spells your players have taken for their chars. Or what classes they are for ones who can prepare different spells daily.
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I am aware, but what they individually have chosen shouldn't effect what a shop has to offer.
Rarity of spells for PCs is not necessarily representative for use in the broader world anyway. Very few PCs are going to cast Plant Growth in the 8 hour ritual variant, but it's likely a rather common spell in actual use.
I did this once for 3rd edition. The trick is to realize that the stuff the adventurers only want is less likely to be for sale. The alchemists etc likely cater to the wealthy, and their trade is fairly predictable.
Potions I consider always available and their quantity:
All of these spells are the kinds of thing wealthy city dwellers will seek to buy and are likely legal. Anything else is likely to be hard to find.
As for scrolls, I would expect any city to sell all the 1st and 2nd level non-combat spells for Wizards and Clerics. 3rd level or higher is less certain.