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Steve Majic - AI-generated fantasy NPC

Steve Majic

Human · Wizard, School of Abjuration · Level 5

Steve Majic

Magic shopkeeper and appraiser of minor enchantments
“That wand is like a kitchen knife. Useful, but not a plan.”
AC12
HP27/27
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, lightly rasping voice shaped by paper dust, long hours of explaining enchantments, and the habit of calling across a crowded shop. His consonants are crisp and his pauses deliberate. He sounds amused when he is being cautious, and when truly angry his words become faster and more blunt rather than softer.

His words carry the clipped precision of someone who has spent years reading tiny labels aloud and bargaining over fragile goods. He often begins a sentence with a practical question, pauses to choose the exact term, then adds a dry joke as if it were an afterthought. His work has left him with a faint rasp from breathing old paper dust.

Speech patterns

Opens with a question about what the buyer hopes the object will do, not what they can afford.
Uses practical comparisons: 'That wand is like a kitchen knife. Useful, but not a plan.'
Calls dangerous objects by plain names and refuses to make them sound glamorous.

How to play them

Be warmly curious but exacting. Steve offers tea or fennel sweets, asks what problem the characters are trying to solve, and will recommend a cheaper mundane tool if it is safer. Respect honesty and careful handling; react sharply to threats against customers or attempts to steal from the shelves.

Goal

Keep the shop open without selling the sealed cabinet or compromising his rule that dangerous magic must have a responsible custodian.

Motivation

To make magic useful without letting usefulness become an excuse for cruelty.

Secret · GM only

Appearance

Steve Majic has the look of a shopkeeper who has spent decades leaning over tiny labels and listening for the click of a stubborn lock. His weather-browned skin is dry at the knuckles and faintly glossy across the bridge of his nose, where years of lamp heat and dust have settled. He moves with a precise, sideways shuffle, keeping his left shoulder close to shelves as if the aisles were narrow even outdoors. His expression is welcoming until he counts something; then he becomes so still that customers sometimes mistake him for a wax display. The unexpected detail: he carries a tiny tin of sugared fennel seeds and offers one to nervous customers like a village auntie.

Clothing

A bottle-green waistcoat shiny at the elbows, a cream shirt with ink-dark cuffs, a leather apron sewn with narrow pockets, and soft shoes that make little sound on the shop's creaking boards. His spectacles hang from a braided cord.

Body language

He angles his left shoulder toward whoever is speaking and keeps one hand near the counter's bell. When relaxed, he rocks on his heels and rubs a fennel seed between finger and thumb. When deciding whether to trust someone, he goes completely still and watches their hands.

Height
5 feet 7 inches
Build
Compact and slightly forward-leaning, with a shopkeeper's narrow shoulders and sturdy calves from years of climbing step stools.
Eyes
Warm brown, usually narrowed behind round spectacles
Hair
Dark brown, graying at the temples and kept combed flat with too much oil
Skin
Weather-browned tan with dry, dust-rough knuckles
Age
Forty-two
Gender
Male
Size
Medium

Distinguishing features

His spectacles are always smudged at the exact point where he pushes them up his nose.
He shuffles sideways through narrow spaces without turning his torso.
A small tin of sugared fennel seeds sits in his apron pocket, offered to anxious visitors.

Personality

11 traits and drives

Steve is hospitable enough to remember how every regular takes their tea, yet suspicious enough to inspect a customer's shadow for magical tampering. He enjoys a clever bargain but dislikes winning one at another person's expense. In a calm shop he is chatty and gently teasing; under pressure he becomes brisk, practical, and almost impossible to distract.

Alignment
Neutral good

Quirks

Offers fennel sweets to people who look frightened, offended, or about to make a bad decision.
Names shop dust motes after customers who have not visited in a while.
Turns price tags face down when someone is trying to impress him with wealth.
Apologizes to shelves after bumping them, then checks whether anything inside has shifted.

Habits

Checks a customer's reflection in the shop window when assessing whether they are being followed.
Uses a pencil to tap twice on any item he suspects is enchanted before touching it.
When worried, reorganizes shelves by the last person who handled each object rather than by category.

Traits · 3

He makes strangers feel welcome, then quietly checks whether they are treating the merchandise and the staff with care.
He loves clever magical solutions but distrusts anyone who describes a dangerous spell as harmless.
He is proud of his expertise and embarrassed by how much he depends on other people.

Flaws · 3

He can become so cautious that he misses chances to help people quickly.
He hides financial trouble from the people trying to support him.
He judges buyers by their hands and posture, and sometimes gets it wrong.

Fears · 2

That a customer will use something he sold to harm someone who cannot defend themselves.
That his shop will be bought out and its odd little stock scattered to collectors who see only prices.

Wants and needs · 3

Needs to pay the overdue rent without surrendering the shop.
Wants a trustworthy way to resolve the danger of the sealed memory charm.
Needs Borsha to stop taking risky delivery routes alone.

Combat

AC 12 · HP 27 · 30 ft.

Steve tries to keep intruders talking while using Mage Armor if he has warning. He favors control and escape over lethal force, opening with Web or Mirror Image, then using Fire Bolt from behind the counter. He uses Misty Step to reach the back door or protect a customer, and will surrender a valuable item rather than risk an innocent bystander.

Steve Majic

Medium humanoid (human), neutral good
Armor Class12
Hit Points27
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaInvestigationInsightPersuasion
SensesPassive Perception 11
Languages
Common,
Draconic,
Elvish
Spellcasting. Steve is a 5th-level wizard. Intelligence is his spellcasting ability (spell save , to hit with spell attacks). He has four 1st-level and two 2nd-level spell slots.
Arcane Recovery. Once per day after a short rest, Steve recovers spell slots with a combined level of up to 3.

Spells

Mage Hand (cantrip, conjuration). Abjuration, cantrip. Steve creates a magical hand that can manipulate small objects at range.
Fire Bolt (cantrip, evocation). Evocation, cantrip. Ranged spell attack, to hit, range 120 ft.; hit: fire damage.
Prestidigitation (cantrip, transmutation). Conjuration, cantrip. Steve produces a small sensory effect, such as a harmless sound, a puff of scent, or a brief mark.
Mage Armor (level 1, abjuration). 1st level, abjuration. Steve wards himself for 8 hours, setting his AC to 15 while unarmored.
Shield (level 1, abjuration). 1st level, abjuration. Steve gains a bonus to AC against one triggering attack and takes no damage from the Magic Missile spell.
False Life (level 1, necromancy). 1st level, abjuration. Steve touches a willing creature, granting it temporary hit points for 1 hour.
Identify (level 1, divination). 1st level, divination, ritual. Steve learns whether a magic item is magical and can discern its properties with the spell's normal limitations.
Counterspell (level 3, abjuration). 1st level, abjuration. Steve interrupts a creature he can see within 60 feet that is casting a spell of 3rd level or lower, causing it to fail.
Mirror Image (level 2, illusion). 2nd level, illusion. Steve creates three illusory duplicates that can cause attacks against him to miss.
Web (level 2, conjuration). 2nd level, conjuration. Steve creates a 20-foot cube of sticky webs that can restrain creatures and hinder movement.
Misty Step (level 2, conjuration). 2nd level, conjuration. Steve teleports up to 30 feet to an unoccupied space he can see.

Actions

Arcane Stock-Taking. Melee or Ranged Spell Attack: to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 () force damage.
Walking Stick. Steve makes a melee attack with his walking stick: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Spellcasting. Steve casts one of his prepared spells, following the spell's normal casting time and rules.

Reactions

Shield. When Steve is hit by an attack he can see, he adds 2 to his AC against that attack, potentially causing it to miss. This is the wizard spell Shield.

Services they sell

Identifies common magical effects and offers a cautious appraisal.
Sells basic spell components, arcane foci, and a rotating stock of minor curios.
Can copy a wizard spell into a spellbook for the usual time and material costs, if it is on his list and he can safely obtain it.

Rewards they can give

A fair appraisal of a magic item, with a warning about any risks he can identify.
A modest discount on a practical consumable if the characters help protect the shop.
A carefully copied clue from his notes about the origin of a recovered enchantment.

Equipment

  • Walking stick (melee weapon and arcane focus)A polished ash walking stick that also serves as a focus for his shop's minor wards.
  • Shop spellbook (adventuring gear)A spellbook containing careful notes on provenance, safe handling, and several spells.
  • Identification kit (tool)A collection of tiny labeled vials, mostly harmless inks, salts, and residue samples.
  • Shopkeeper's apron (clothing and gear)A leather apron with hidden pockets, a brass shop key, and a pouch of fennel sweets.

Possessions

A spellbook with careful provenance notes
A brass key to the shop's rear door
A tin of sugared fennel seeds
A small bundle of unpaid rent notices folded inside his spellbook

Background

Steve inherited a narrow magic shop from his mother, who taught him to identify enchantments by their smell before she taught him to read. As a young apprentice he once sold a charm that seemed harmless, only to learn it had been used to make a tenant forget the address of her own home. He tracked her down and spent the next winter helping her recover her memories, an experience that changed his rule from 'sell what people can pay for' to 'ask what they intend to do with it.' Now he runs a cramped storefront under the cheerful sign 'Majic for Everyone,' though rent is overdue and the sign's promise is increasingly difficult to keep. His former tutor, Sheska, wants him to sell a sealed cabinet of dangerous curios; his niece, Borsha, helps with deliveries and suspects he is hiding something. Steve is trying to keep the shop independent while a wealthy collector pressures him to liquidate its rare stock.

Role in the story

A useful, cautious source of magical goods and information whose shop can become a safe haven, a mystery site, or the target of a coercive acquisition.

“As a young apprentice he once sold a charm that seemed harmless, only to learn it had been used to make a tenant forget the address of her own home.”
From their background
Faction
Independent proprietor of Majic for Everyone; occasionally trades information with local enchanters but belongs to no formal faction.

Known connections

Borsha, his niece and part-time delivery runner, is the only person trusted with the shop's rear key.
Sheska, his retired tutor, taught him practical warding and now pressures him to sell a sealed cabinet.
The tenant he once helped, Theszi, sends him a handwritten note each winter to remind him why he set his rules.
Major secret · GM only
Minor secrets · GM only

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