The Gossamer Codex

Est. 2025 Half-Elf Wizard

The Gossamer Codex

The shop smells faintly of ozone and lavender. Shelves of glass and driftwood spiral up from a central brass column; small motes of light float lazily between t...

ME

Shopkeeper

Merinthia Silversheen, a Half-Elf Wizard (Lvl 9)

Keeper's Species

Half-Elf

3 Potions12 Misc2 Weapons2 ArmorEst. 8.6k gp

Shop Inventory

(19)
Potions3

A warm, ruby-red vial. Heals minor wounds when drunk (common staple for adventurers).

Heal 2 HPHeals HP when consumed.

A deep crimson flask. Restores more substantial wounds.

Heal 6 HPHeals HP when consumed.

Sticky-sweet liquid; grants the ability to climb like a spider for a short time.

Grants a climb speed equal to walking speed for 1 hour and advantage on Strength (Athletics) checks to climb.
Miscellaneous12

A single-use scroll containing a random cantrip. Ideal for noncasters or as a backup.

Cast the cantrip written on the scroll once. If the user's spellcasting ability isn't sufficient, the scroll is unintelligible.

A carefully penned scroll, enchanted to summon a familiar when read.

Allows casting Find Familiar once from the scroll. Nonspellcasters must succeed on an Arcana check () to use.

A short scroll wrapped in blue ribbon; the script rolls like fog when the magic is released.

Cast Misty Step once. If used by a nonspellcaster, an Arcana check () is required.

Long parchment etched with a streak of silver lightning; dangerous but powerful.

Cast Lightning Bolt once. Nonspellcasters must succeed on an Arcana check () to use.

A palm-sized orb of clear crystal on a bronze stand. Functions as a spellcasting focus.

Can be used as an arcane focus. This finely cut orb grants a +1 circumstance bonus to spell attack roll checks when the caster spends 1 minute to attune (cosmetic).

A leather pouch containing common spell components: chalk, beads, incense, and vials of salt and iron filings.

Holds components worth up to small value; replaces the need to track most non-costly material components.

Shimmering ink used for enchanted writings and certain ritual runes.

Required by some rituals and scroll-making; makes writing more durable against mundane wear.

A well-bound spellbook with lined pages of heavy vellum, ideal for copying spells.

Contains 100 blank pages; resistant to moisture and mild damage.

A jaunty felt hat that subtly changes color and shape to match a new persona.

Allows the wearer to cast Disguise Self at will (no charges).

A pinch of gray powder that soaks up small amounts of liquid in a flash.

Absorbs up to 10 gallons of liquid, compacting it into portable cubes for easier transport. Useful for salvage and alchemical work.

A short, looped script that reveals the nature of a magic item.

Allows casting Identify once. Particularly useful after a loot haul.

A small, smoky lens set in an iron ring. Grants limited insight when peered through.

When used to peer through for up to 10 minutes, the user can detect illusions and invisibility within 30 feet (once per dawn).
Weapons2

A slim ebony wand inlaid with tiny silver star motifs. Casts Magic Missile using charges.

Has 7 charges. You can expend 1 or more charges to cast Magic Missile (1 charge = one dart; upcast +1 dart per extra charge). Regains charges at dawn.

A finely balanced blade etched with faint sigils. Adds a little bite to attacks.

Atk Magical +1 to attack and damage rolls.
Armor2

A hooded cloak woven from shadowy green fibers that blend with foliage and shadow.

Advantage on Stealth checks made to hide as long as you move carefully; creatures attempting to spot you have disadvantage while you're motionless.

Soft leather boots that make very little sound and adjust to the wearer's gait.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently.
ME

Merinthia Silversheen

Half-ElfWizardLvl 9

Shop Atmosphere

The shop smells faintly of ozone and lavender. Shelves of glass and driftwood spiral up from a central brass column; small motes of light float lazily between them. Merinthia, soft-spoken and impossibly patient, greets customers by remembering one small detail about them (often accurate). She prefers trades involving rare components or stories of unusual magic and will give a modest discount to customers who can demonstrate a spell (cantrip or 1st-level) in the shop. Her familiar, an opinionated mottled owl named Quill, perches on the register and occasionally bats at coins it dislikes. Merinthia strictly enforces the 'no unsupervised experiments' rule: customers may try an item in a small, padded demonstration alcove but must leave destructive tests for outside.
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