Voss' Vault of Veils

Est. 2025 Half-elf Wizard

Voss' Vault of Veils

Mirelle catalogues every buyer in a leather ledger and will only sell very rare teleportation or planar items to customers who give a plausible reason and leave...

MI

Shopkeeper

Mirelle Voss, a Half-elf Wizard (Lvl 10)

Keeper's Species

Half-elf

17 Misc2 Potions3 Weapons1 ArmorEst. 67.7k gp

Shop Inventory

(23)
Miscellaneous17

A fine leather-bound blank spellbook with faint sigils on the spine. Ethereal inks bind pages so they won't smudge if quills are used properly.

Pages are acid- and water-resistant; spells recorded here are easier to scribe (DMG downtime -10 gp/half-time).

A well-made leather pouch with many compartments and small sealed vials for powdered components.

Holds common spell components; a hidden compartment (sleight of hand to find).

A palm-sized orb of smoky crystal set into a bronze lattice — functions as a sorcerer/wizard/druid focus (as appropriate).

Gives no mechanical bonus beyond functioning as a focus but grants a +1 to Arcana checks when used in study (flavor).

A stitched packet containing five single-use scrolls each with a common cantrip (e.g., prestidigitation, light, mage hand, minor illusion, guidance).

Single-use; readable by any spellcaster with the spell on their list; otherwise requires Arcana check to use.

A parchment scroll sealed with a charred wax sigil; the words flare faintly when unfurled.

Single-use spell scroll; casting consumes the scroll. If the user can't cast the spell, they must make an Arcana check () to activate.

A copied study of mental disciplines. This replica grants limited cognitive training, not the full magic of legendary tomes.

Provides +1 to Intelligence (temporary boon) for one week after study; not permanent. Usable once per character.

A heavy folio containing annotated instructions and diagrams for the Fire Shield spell. Scribing from the tome takes time and required materials.

Contains the single spell; a wizard can copy it into a spellbook during downtime (cost/time as DMG).

A midnight-blue leafed codex whose ink shimmers when moonlight falls on it.

Single spell tome; only usable for copying into a wizard's spellbook.

A silver band inscribed with protective runes that warm to the touch.

AC +1Grants bonus to AC and saving throws while worn.

A rare, silk-thin scroll crackling with planar energy. Mirelle sells these only to trusted buyers and asks for ID.

Single-use teleportation spell. If misused without proper rituals or destination knowledge, risk of mishap (DM discretion).

Pre-inked sigils on thin vellum that can be burned or inscribed to produce brief warding effects.

Each sigil provides a one-time cast of Protection from Evil and Good or Alarm (user's choice when triggered).

A compact scroll that radiates a faint counteracting hum when held near magic.

Single-use Counterspell; if user lacks the spell, Arcana check required.

A small crystal set in a silver frame on a chain. Protects thoughts from scrying and prying minds.

Helps resist scrying and mind-reading; wearer can set mental message when reduced to 0 HP (per DMG/Item lore).

A bottle of jet-black ink that makes written spells resonate. Useful for scroll-scribing and certain rituals.

When used to scribe a scroll or a spell in a spellbook, reduces gold/material cost by 25% and time by 25% (for up to 10 uses).

A carved fragment from an old staff that can be affixed to a staff or rod to slightly concentrate arcane energy.

When attached to a staff, grants +1 to spell attack rolls for spells cast using that staff (requires crafting/attunement).

A thin scroll with overlapping glyphs; it seems to pull at other written magics when nearby.

Single-use Dispel Magic. If used to attempt to dispel a magical effect cast by a creature of higher caster level, success is not guaranteed per DM rules.

A palm-sized grey stone etched with runes that can be used for brief planar glimpses.

Once per day, allows the user to cast Augury or Commune-like brief divination (DMG-lite).
Potions2

A small crystalline vial with a red swirl. Restores vitality when imbibed.

Heal 4 HPHeals HP (standard D&D 5e potion of healing).

A heavier bottle of rose-tinted liquid that knits flesh and steadies breath.

Heal 24 HPHeals HP (per D&D 5e).
Weapons3

A wand carved from a pale wood, tipped with a small crystal. It hums when charged.

Has 7 charges. Spend 1–3 charges to cast Magic Missile (1st–3rd level equivalents). Regains charges at dawn. If reduced to 0 charges, roll a d20; on a 1 the wand crumbles.

A plain-looking staff of polished yew with a faint rune band near the top. Empowered for apprentices and traveling mages.

Atk Grants +1 to spell attack rolls when held. Contains 10 charges for spells like Detect Magic, Shield, and lesser protections. Regains charges at dawn. On a failed recharge (roll 1 on d20 when checking) one random charge is lost permanently.

A dark iron-limbed staff capped with a ruby that seems to swallow light. It resonates with old elemental power.

Atk Contains 10 charges for offensive fire spells (Burning Hands up to Fireball). Regains charges daily. If expended and a roll of 1 occurs on d20, the staff erupts in a fireburst (save ).
Armor1

A comfortable robe with many cleverly concealed pockets of various sizes.

Has 10 extra small pockets; one pocket is extradimensional (functions like a bag of holding but limited to pocket-size items no larger than 1 cubic foot and 20 lb).
MI

Mirelle Voss

Half-elfWizardLvl 10

Shop Atmosphere

Mirelle catalogues every buyer in a leather ledger and will only sell very rare teleportation or planar items to customers who give a plausible reason and leave a 'holding deposit' (10% of the item's price). She brews a calming tea for browsing customers and hums softly while working; sometimes the humming syncs with items and they glow faintly. She refuses to buy enchanted items that contain sentient spirits without proper release rites.
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