Nail Art to Impress: The Best Dashing Diva Nails with Magic Press Designs

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Another thing I always always include is big-ticket items. These can be limited in stock, but I could absolutely imagine a Fighter's Guild champion who is willing to part with his Weapon of Warning for 60kGP. Maybe the characters will pool their money, save up, and buy it at level 7. That's a good thing! It means gold mattered to your party in a tangible way: the group's fighter now has a cool weapon that directly benefits combat.

People in guilds, nobility, rich merchants in cities, dragons, etc, all would have frequent enough customers adventurers that stocking magic items could be necessary. Making each item unique, with a minor trait, a description of history, or a quirk brings the item to life and helps define the character who uses it.

Magic item shop 5d

What sets Magic Press nails apart from traditional press-on nails is their unique adhesive technology. Each nail is equipped with a revolutionary adhesive sticker that allows for easy application and a secure hold. Simply peel off the backing, press the nail onto your natural nail, and voila – you have beautiful, salon-worthy nails in a matter of minutes.

Magic item shop 5d

In a setting like this, Players need to be able to buy magic items. You can't have everybody and their brother using sending stones and not offer them to the PCs. But I think this applies to other campaign worlds as well, for one big reason: gold.

Gold presents a weird problem in the D&D world. It seems self-evident that players expect to receive it. Nearly every monster has some sort of treasure or reward. And yet, what can the players spend their riches on? Living expenses and adventuring gear are laughably cheap. Even hirelings are insanely inexpensive in D&D. At 2 GP / day, a well-rewarded party could afford to bring a small militia with them into every dungeon.

So how can we make gold matter? My solution is to make sure the players know exactly what they can buy with their gold, and the benefits of that purchase. In particular, I use big ticket items to force the players to make a choice: do I restock my health potions, or do I keep saving up to buy my own +2 longsword? Can I donate that much to charity while I am looking at purchasing a castle?


You want to buy my enchanted stuffed bunny rabbit? It's a good deal.
This is going to be a two-part post (if you can't already tell, I love taking time to focus on certain parts of a larger idea), and today we'll be looking at Magic Item shops.

Establishing Magic Item Trade

Now, in a world where people can freely buy magic items, you'd think every bandit and thug would have a +1 dagger and a Cap of Water Breathing, right? I disagree.

Again, look at the cost of living per day (PHB pg. 157). Remember, that is also per person. That means each week a smith that makes and sells a set of scale mail (50GP), he is likely paying for the living expenses of his family, his apprentices, and covering the cost of running his shop (DMG pg. 127). For a week's worth of expenses, with a family of four and an apprentice, making the scale mail costs 49GP. I think you can see where I'm going with this.

The fact is, most people in the D&D economy deal in copper and silver, not gold. They don't have the money to afford magic items, except for perhaps a family heirloom scrupulously saved for or donated by a kind-hearted adventurer years ago. And that means most bandits won't have much to steal from their victims.

So then where do we find the pockets of high-rolling economy that can garner the cash to trade in magic items?


If you use magic items, you are the 1%
The answer, of course, is wizards. People who make magic items probably don't need such a large influx in capital to complete their process. People in guilds, nobility, rich merchants in cities, dragons, etc, all would have frequent enough customers (adventurers) that stocking magic items could be necessary. So it's not that magic items should be restricted by area, but rather by economy.

Now, this doesn't mean that a bandit captain couldn't have a +1 weapon or a ring of protection. But make sure you consider that it would be the result of years of banditry, hoarding gold away from the other members of his crew, and potentially making him a target for other bandits.

Setting Up Shop

Now, for pricing the items, I use Saidoro's excellent guide to Sane Magic Item Prices. This is more a post about the shops that sell the items, not what items cost, so please check out his link even if you decide to not use the method I've created here.

  • Level 1-4: Common Magic Items, few Uncommon Items
  • Level 5-10: Uncommon Magic Items, few Rare Items
  • Level 11-16: Rare Magic Items, few Very Rare Items
  • Level 17-20: Very Rare Magic Items, few Legendary Items
  • Shops based on Item type: Consumables, Combat Items, Noncombat Items, Summoning Items, Cursed Items, etc.
  • Shops based on Item rarity: common, uncommon, rare, very rare, and legendary
  1. Common Magic Item shops: found in small towns and big cities. Usually serves as a general supply store with a few healing potions and scrolls they picked up from travelers. About 1 shop per 50 square miles, so at normal travel pace the PCs can expect to find one within a small town every 4-5 days of travel.
  2. Uncommon Magic Item Shops: found in big cities. These shops are owned by amateur wizards, strange item collectors, and rich merchants. They often specialize in selling items to adventurers, so they aren't terribly difficult to find. A PC could expect to find 1 shop per 500,000 people in a large, populated area.
  3. Rare Magic Item Shops: found in highly magical places. These shops are usually for established magic-users and scholars only, often they are cloistered or off-limits to the public. Sometimes they are used to house dangerous items for safekeeping, but threats to the realm may convince them to open their doors. Because of their secretive nature, a PC may have to spend time searching to even learn of their existence, but they might be able to find about 1 shop per major country or government.
  4. Very Rare Magic Item Shops: This is the stuff of legends. There may be one node of magical power on the entire planet, where scholarly monks and ancient wizards make pilgrimages to in order to unlock dark secret magics. This collection of magic would be located at that point. Like the Library of Alexandria, most people would have heard of such a place, but the journey to get there, the danger of the magic contained within, and the protections afforded such power all make this the purvey of only the planet's greatest heroes. A PC could easily find legends of this location, but there would only be one in the world.
  5. Legendary Magic Item Shops: Mammon's treasure keep. The troves of the Gold Dragons of Mount Celestia. These type of shops exist in very few places across the entire multiverse. Even then, those who guard them are so powerful (or so greedy) that even glimpsing such a location is tantamount to impossible. If the PCs wish to buy and sell legendary magic items, this is the only way to do so.

Another thing I always always include is big-ticket items. These can be limited in stock, but I could absolutely imagine a Fighter's Guild champion who is willing to part with his Weapon of Warning for 60kGP. Maybe the characters will pool their money, save up, and buy it at level 7. That's a good thing! It means gold mattered to your party in a tangible way: the group's fighter now has a cool weapon that directly benefits combat.

Also, never pass up an opportunity to use the property tables listed in the DMG (pg. 142-143). Making each item unique, with a minor trait, a description of history, or a quirk brings the item to life and helps define the character who uses it.

  1. Scale down. Perhaps common magic shops are only found in big cities, and uncommon magic shops are the secret vaults of wizards. Maybe anything higher than a rare item can only ever be granted by gods or found in the deepest reaches of the multiverse.
  2. Make non-magic purchases more expensive and more appealing.
These options allow you to select the number of magic items by rarity.
Dashing diva nails magic press

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Reviews for "Dashing Diva Nails: Magic Press Edition for Nail Biters – A Perfect Solution"

1. Sarah - 1 star - I was really disappointed with the Dashing Diva Nails Magic Press. The nails did not stay on for more than a few hours before they started to peel off. The adhesive was not strong enough to keep them in place, and I ended up having to reapply them multiple times throughout the day. Additionally, the quality of the nails was not great. They felt flimsy and cheap, and I found that they easily chipped and broke. Overall, I would not recommend these nails as they did not meet my expectations.
2. Emily - 2 stars - While the Dashing Diva Nails Magic Press had a great range of designs to choose from, I was not impressed with their performance. The nails were a bit too long for my liking and felt uncomfortable to wear. I also found that the adhesive did not work well and the nails started to come off within a day of applying them. The whole concept of press-on nails is convenient, but unfortunately, these did not live up to that convenience. I would suggest looking for other options in the market that are better in terms of comfort and staying power.
3. Alex - 2 stars - I had high hopes for the Dashing Diva Nails Magic Press, but they fell short of my expectations. The application process was not as easy as advertised, and I struggled to get them to stay on properly. The nails also felt quite heavy on my natural nails, making them uncomfortable to wear for an extended period. Additionally, the designs on the nails started peeling off within a day, making them look very worn out. I think there are better options available for press-on nails that provide a more seamless experience and better longevity.

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