The Gilded Grimoire

Est. 2025 High Elf Wizard (Archmage)

The Gilded Grimoire

The Gilded Grimoire is tucked halfway up a narrow, cobbled alley and marked by a sign of a closed book whose gilding rearranges each dawn. Inside, shelves climb...

MO

Shopkeeper

Morrigal Vey, a High Elf Wizard (Archmage) (Lvl 20)

Keeper's Species

High Elf

2 Misc1 Misc3 Misc1 Misc1 Misc2 Weapons1 Misc2 Misc1 Misc1 Misc2 Misc2 Potions2 Misc1 Misc1 Misc1 Misc1 Misc1 MiscEst. 2170.1k gp

Shop Inventory

(26)
Miscellaneous2

Black-stained staff crowned with a smoky crystal. A legendary wizard's tool with spell absorption and destructive power.

Atk Absorb spells to regain charges, cast multiple high-level spells (fireball, cone of cold equivalents), can be sacrificed to unleash a devastating explosion; grants bonus to spell attack rolls.

A multifaceted crystal staff crackling with potential. Versatile and hard-hitting for caster-combatants.

Atk Can be used as a +2 quarterstaff, grants spells, and provides defensive/emergency effects including an energy shield and a destructive retribution ability.
Miscellaneous1

A pristine white robe embroidered with silver runes. Worn by archmages and powerful cabalists.

AC +2Grants spellcasters advantage on saving throws against spells and other magical effects, increases spell save DC by +1 when worn (flavor: protects from hostile magic).
Miscellaneous3

A plain gold band that hums faintly. Contains a very limited and dangerous strain of raw fate.

Holds 1–3 wish spells (charges vary). Wishes are real and costly — careful phrasing required.

A silver ring pulsing with green light. Heals wounds over time.

Heal 1 HPRegains 1 hp per round while worn; regrows missing body parts over time (weeks/months).

A small ring that can hold up to two leveled spells to be cast later by the wearer.

Can store spells (up to specified level) cast into it earlier; wearer can cast them without expending their slots.
Miscellaneous1

Leather-bound tome whose pages subtly rearrange themselves. Reading it increases a mental ability permanently.

When read over several days, raises Intelligence or Wisdom (depending on specific tome) by +2, up to a maximum of 22. Single-use.
Miscellaneous1

A broad leather belt embossed with a howling storm. Sets the wearer's Strength to 29.

Sets Strength score to 29 while worn.
Weapons2

A brilliantly honed greatsword whose cutting edge seems to eat the light. A critical hit can be lethal.

Atk On a natural 20 attack roll against a susceptible creature (typically with heads), the target's head may be severed, killing it outright.

A slender +1 longsword inset with a tiny star-shaped gem. Grants extraordinary fortune and often holds a wish.

Atk Grants a +1 to attack and damage; once per day reroll one attack/ability/save. Contains 1 charge of the wish spell (varies between blades).
Miscellaneous1

A shadow-grey cloak that blends you into the world. Turn it on and become truly unseen.

While the cloak is worn and activated, the wearer is invisible. Movement and interacting may still reveal location.
Miscellaneous2

A warm, orange stone that orbits the user's head and sharpens magical focus.

Increases proficiency or grants an extra +2 to a listed stat / saves depending on stone type (varies).

A pale lavender stone that orbits and subtly quickens the wearer.

Grants +2 to Dexterity (varies by stone) while orbiting.
Miscellaneous1

A heavy parchment inscribed with reality-bending script. One use of a 9th-level spell when read aloud.

Casting Wish once from the scroll. Single-use; user must meet caster level to use safely or risk failure.
Miscellaneous1

A polished ebony wand; each point of light on it holds the explosive crackle of flame.

Can expend charges to cast fireball at various levels; regains charges daily.
Miscellaneous2

A cloth bag that holds far more than its exterior suggests.

Holds up to 250 lb, extradimensional interior; beware interactions with portable holes.

A round piece of black cloth that opens into a six-foot-deep extradimensional space when spread.

Creates an extradimensional space that holds up to 1,200 lb and is 10 ft deep; dangerous when combined with other extradimensional items.
Potions2

A vial of shimmering crimson liquid that knits flesh and bone in an instant.

Heal 10 HPHeals hit points when consumed (supreme healing).

Common emergency potion used for significant battlefield recovery.

Heal 4 HPHeals hit points.
Miscellaneous2

A leather satchel with compartments for common spell components and a few rare residues.

Holds common spell components; provides convenience for casters who don't want to track components individually.

A small kit of inexpensive magical consumables commonly used by novice spellcasters.

No direct magical effect; used as components, for rituals, and scribing scrolls.
Miscellaneous1

Three 3rd-level spell scrolls, useful for mid-level combat or utility.

Single-use cast of each spell; usable by spellcasters of appropriate level or by others with an ability check.
Miscellaneous1

A small glass orb that floats and sheds light on command.

Can cast light, daylight, or beam of light; follows the user when commanded.
Miscellaneous1

A thick spellbook containing transcriptions of high-level spells (DM discretion on exact contents).

Contains a selection of spells; purchasing grants written access but not prepared slots. Certain spells may be sealed.
Miscellaneous1

A gilded deck whose cards can change fortunes — or doom entire parties. Sold with lengthy waiver.

Each drawn card has a powerful and often unpredictable magical effect (both beneficial and catastrophic).
Miscellaneous1

A small vial of ancient dragon blood used as a catalyst in high-level rituals and item crafting.

Use as rare material component for ritual spells, crafting, or as a payment to certain planar bargains.
MO

Morrigal Vey

High ElfWizard (Archmage)Lvl 20

Shop Atmosphere

The Gilded Grimoire is tucked halfway up a narrow, cobbled alley and marked by a sign of a closed book whose gilding rearranges each dawn. Inside, shelves climb three stories and arcane motes drift like lazy fireflies. The air smells of old paper, ozone, and a hint of jasmine. Glass cases hold the most dangerous wares behind wards that hum softly when touched. Morrigal Vey, the proprietor, drapes herself in a pale robe despite the heat and always speaks like she’s remembering the end of a good story. She is precise about provenance and demands provenance papers for unusual purchases; she offers appraisals and will not sell items that could unmake a city without seeing passports, letters of credit, and a signature in blood (metaphorical for most lawful customers). Regulars note three house rules: no cards of fate without counsel, no selling of artifacts without a binding ritual, and no bargaining over wishes. Hidden behind the counter is a small alcove where Morrigal brews bespoke elixirs — ask politely and she might demonstrate a minor illusion as part of the sale. The shop keeps a handful of cheap common items for apprentices and travelers (torches, chalks, ink, driftglobes) and a ledger that occasionally scribbles its own notes when left alone.
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