Glass & Refrain - AI-generated fantasy Shop

Glass & Refrain

Est. 2025 Glassborn (a living glassfolk, faintly warm and singing) Artificer (Glasswright)

Glass & Refrain

Glass & Refrain sits in a clustered alcove where glass sings when the breeze passes. Shelves are crowded with prisms, each tuned to a different note. Prices 're...

MI

Shopkeeper

Mira Glasswright, a Glassborn (a living glassfolk, faintly warm and singing) Artificer (Glasswright) (Lvl 10)

Keeper's Species

Glassborn (a living glassfolk, faintly warm and singing)

12 Misc1 Weapons2 PotionsEst. 32.8k gp

Shop Inventory

(15)
Miscellaneous12

Fine crystalline dust gathered from refracted places of the Prismatic Realm. Used in ritual sigils and to set glass to sing.

When sprinkled in a ritual circle (10 minutes), grants the ritualist +2 on one Intelligence (Arcana) or Wisdom (Religion) check for that ritual.

A small silk cloth that restores a glass or crystal's luster, and removes a single faint curse or stain on enchanted glass once per week.

Once per week, when used on an enchanted glass object, grants a cleanse that removes one minor flaw (-1 penalty) or reveals the object's maker-mark.

A simple, high-grade magnifier for inspecting cuts, inclusions, or runes inside minute crystal veins.

Grants bonus to Investigation checks related to gems, glass, or small arcana inscriptions when used.

A kit of specialized tools for shaping, annealing, and fusing ritual glass. Includes blowpipe, tongs, molds and a small bellows.

Tool proficiency grants advantage on checks to craft or repair magical glass items when combined with prism sand.

A palm-sized multifaceted prism set in a copper ring. Used as a spell focus; it bends energies gently.

While attuned (requires attunement), once per long rest you may change the damage type of a single spell you cast to another damage type you can normally deal and add + radiant damage to that spell.

A shallow, mirrored prism that refracts incoming intent into a protective shimmer.

While attuned (uncommon item), once per short rest as a reaction you may grant yourself +2 to AC against one attack that would hit. The prism hums and shows a sliver of the attacker's reflection.

A thick prism inset with three small veinlike inclusions. When it sings, the air tastes like salt and old battles.

Rare item, requires attunement. Once per short rest when you would take damage, you can use your reaction to split up to half the damage (rounded down) among up to two creatures you can see within 30 feet. Those creatures must be willing or allied to you.

A large multifaceted prism that seems to hold moving, watchful lights within. The surface registers intent like a living thing.

Very rare, attunement required. Once per long rest, you may use an action to grant yourself truesight out to 30 feet for 10 minutes and the ability to sense hidden doors and invisible creatures within 60 feet. Additionally, while attuned you gain advantage on Wisdom (Perception) checks that rely on sight.

A pale blue locket set with a tiny shifting shard shaped like a hydra's head. It hums when questions of identity or lineage are asked nearby.

While worn, the bearer has advantage on saving throws against being charmed and gains +2 on checks to recall lore related to hydra, Mythrask, or prismatic rites.

A thin band of annealed glass dust, warm to the touch. It sprinkles faint light when moved.

Uncommon, attunement required. Once per long rest you can cast prestidigitation (only the light/cleaning/sound effects) and once per short rest you may cast faerie fire centered on yourself (no concentration).

Mira performs the standard attunement process and a short binding ritual on-site. Includes a brief teaching of proper use for glass items.

Adds an extra minute of attunement focus that reduces the chance of attunement failure on unstable glass items. Mira may request a small personal vow.

Five tiny, pointed glass slivers with faint runes. Used in emergency rituals, traps, or to fasten simple wards.

Each shard, once embedded into a small item or placed in a 5-foot square and activated, grants a one-time alarm-like ward: the next hostile creature entering the square or tampering with the object triggers a radiant spark and an audible chime (no damage to allies).
Weapons1

A slim dagger of compacted prism-glass with a crystalline edge. It gleams with faint rainbow veins.

Atk On a critical hit, the target takes an extra radiant damage as the shard scatters a flash of prismatic light.
Potions2

A swirling vial of opalescent liquid. Heals wounds with shards of soothing light.

Heal 10 HPHeals (Potion of Greater Healing). If consumed while within a prismatic field (natural or conjured), the drinker is also lightly protected (advantage on next saving throw within 1 minute).

A delicate bottle of clear shimmering fluid. Restores health and leaves a faint glimmer on the skin.

Heal 7 HPHeals (Potion of Healing). After drinking, for 1 minute the drinker gains resistance to nonmagical bludgeoning damage as the glass-hollow sings.
MI

Mira Glasswright

Glassborn (a living glassfolk, faintly warm and singing)Artificer (Glasswright)Lvl 10

Shop Atmosphere

Glass & Refrain sits in a clustered alcove where glass sings when the breeze passes. Shelves are crowded with prisms, each tuned to a different note. Prices 'reflect intent'—Mira will accept coin, a favor, or a short personal vow in exchange for certain items. She prefers customers to leave a single item of sentimental value for large purchases (held in trust and sometimes woven into a new piece). The shop smells faintly of salt and kiln smoke; a stained-glass panel shows a three-headed hydra whose eyes glint as you bargain. Mira often hums while she works; when she pauses and listens at a prism, customers feel a momentary tug on their memories. Some items require in-shop attunement rituals or a private vow before they will resonate; Mira will refuse to sell dangerous prisms to those who do not offer intent.
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