The Alembic & Aether

Est. 2025 Rock Gnome Arch‑Alchemist (Artificer 20 / Wizard 20 — Alchemical Tradition)

The Alembic & Aether

The shop smells of citrus and ozone. Shelves lined with humming crystal carboys are labelled in Mireva's cramped script. Mireva Quell only deals in truth: she a...

MI

Shopkeeper

Mireva Quell, a Rock Gnome Arch‑Alchemist (Artificer 20 / Wizard 20 — Alchemical Tradition) (Lvl 52)

Keeper's Species

Rock Gnome

14 Potions8 MiscEst. 725.4k gp

Shop Inventory

(22)
Potions14

A corked clear vial of rosy liquid. A classic restorative tonic.

Heal 7 HPHeals hit points when consumed.

A deep crimson serum that mends more grievous wounds.

Heal 14 HPHeals hit points when consumed.

A swirling onyx phial that sews bone and sinew in minutes.

Heal 28 HPHeals hit points when consumed.

An opalescent draught reserved for life-or-death moments.

Heal 45 HPHeals hit points when consumed.

A clear, medicinal vial that soothes infection and malady.

Cures one disease or neutralizes one poison; cures blindness and deafness.

A faintly smoky liquid; drinker fades from sight for a time.

Grants Invisibility for up to 1 hour or until the drinker attacks or casts a spell.

Bubbling gold-tinged liquid that fills the drinker with courage.

Grants 10 temporary hit points and the effects of the bless spell (no concentration) for 1 hour.

A thunderous, silver-blue draught that infuses titanic power.

Sets the drinker's Strength score to 29 for 24 hours.

A pale, translucent liquid that guards thought and soul.

Grants the effects of Mind Blank for 24 hours: immunity to psychic intrusion, scrying, and mind-reading.

A thick, adamantine-tinged fluid. Muscles and skin feel like tempered iron when imbibed.

For 1 minute, the drinker gains resistance to all damage and advantage on saving throws to maintain concentration.

A pearlescent bottle that feels lighter than air.

Grants Etherealness for up to 1 hour when consumed.

A blue, sparkling draught said to slow the world around the drinker.

Grants the effects of Haste for 1 minute (no concentration drain from casting Haste via tonic). Single use.

A crystalline vial whose surface shivers with faint runes. It repairs body and soul.

Removes a curse, restores ability scores reduced by magic, and can restore a creature to full functional capacity (does not revive the dead).

A bitter, herbal draught that neutralizes common poisons.

Advantage on saving throw against poison for 1 hour or neutralizes one ingested poison immediately (DM adjudicates exotic toxins).
Miscellaneous8

A smoky globe that, when shattered, releases a compacted fireball spell.

When thrown and shattered, casts a Fireball (centered where broken) at 3rd level; Dexterity save for half.

A narrow cylinder filled with a faint green radiance that devours stone and flesh.

Single-use: releases Disintegrate (as the spell) in a cone where the vial is uncorked; high destructive potential.

A clay sphere that bursts into thick, obscuring smoke when smashed.

Creates a 20-foot-radius heavily obscured cloud on fracture; lasts 1 minute or until dispersed by wind.

Clean, cork-topped vials for storing potions, reagents, or samples.

A heavy bronze mortar and pestle engraved with dosing marks.

A corked vial of silvery crystals harvested from meteorites; required for planar potion work.

Used as a reagent to craft very rare and planar potions; stabilizes etheric components.

A shimmering, viscous drop of draconic ichor used in potent brews.

Common reagent in crafting potions of breath and strength; highly regulated.

A clear, odorless fluid used to strip enchantments or dissolve magical bindings.

Used in alchemical processes; when applied properly, gives +2 on a single crafting check to separate fused components (DM adjudication).
MI

Mireva Quell

Rock GnomeArch‑Alchemist (Artificer 20 / Wizard 20 — Alchemical Tradition)Lvl 52

Shop Atmosphere

The shop smells of citrus and ozone. Shelves lined with humming crystal carboys are labelled in Mireva's cramped script. Mireva Quell only deals in truth: she asks customers to state their intended use for a potion before sale and often trades deep lore or a small favor instead of full payment for rare reagents. She keeps a ledger of 'responsible buyers' and will refuse those on the wrong side of her conscience. Every vial sold bears a tiny, invisible alchemical glyph that glows when the potion is tampered with — Mireva hums a particular three-note tune when a potion is poured, which her apprentices believe wards off accidental transmutation.
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