Merisyl's Sapphire Stranger — Arcana & Curiosities

Est. 2025 Human Wizard (School of Conjuration)

Merisyl's Sapphire Stranger — Arcana & Curiosities

The shop is located in a narrow Waterdeep lane overlooking the harbor; wind chimes of polished driftglass tinkle continuously. Shelves are lined with jars of se...

ME

Shopkeeper

Merisyl Varn, a Human Wizard (School of Conjuration) (Lvl 14)

Keeper's Species

Human

4 Potions4 Misc1 Misc4 Weapons6 Misc1 Misc3 MiscEst. 113.7k gp

Shop Inventory

(23)
Potions4

A clear vial with a faintly rosy shimmer. Heals minor wounds.

Heal 7 HPHeals HP when consumed.

Deeper red than the common variant. Restores substantial wounds.

Heal 14 HPHeals HP when consumed.

A thick, glowing crimson draught kept behind a glass case.

Heal 28 HPHeals HP when consumed.

A small crystal phial that seems to contain a storm of light.

Heal 45 HPHeals HP when consumed.
Miscellaneous4

A parchment that flares when the writing is read; cast once to unleash a 20-foot-radius explosion.

Single-use spell scroll of Fireball (3rd). Spell save DC and attack depend on reader if they can cast; otherwise possible theft chance of failure.

A short, dense scroll inked with sigils that shimmer when held against magic.

Single-use scroll casting Counterspell at 3rd level.

A heavy rolled parchment bound with coral twine. Restores what mundane means cannot.

Single-use spell scroll of Greater Restoration (5th).

A heavy, salt-stiffened scroll that enables communion with a sea spirit for counsel and tides.

Once used, allows caster to cast a ritual to ask up to 3 questions of a sea spirit (DM discretion). Functions like a high-level divination.
Miscellaneous1

A jet-black wand inlaid with a tiny ruby at its tip. Fires explosive spheres of flame.

7 charges. Spend 1+ charges to cast Fireball (3rd-level base). Regains charges daily at dawn. If reduced to 0 charges there's a 1-in-10 chance it explodes.
Weapons4

A finely balanced blade with a faint blue seam down the fuller.

Atk Grants +1 to attack and damage rolls.

A masterwork blade whose edge hums faintly when drawn.

Atk Grants +2 to attack and damage rolls.

An exceptional weapon, rumoured to have been tempered in the tears of an efreeti captured in the Sea of Moving Ice.

Atk Grants +3 to attack and damage rolls. The blade sheds dim light in a 5 ft radius while drawn.

A three-pronged trident engraved with wave motifs; hums like tidewater.

Grants ability to cast Dominate Beast (fish only) once per day; advantage on checks to control sea creatures.
Miscellaneous6

A cloak woven from shimmering fabric that seems to ripple like water at the edges.

Wielder is lightly obscured and attack rolls against them have disadvantage until cloak is struck; regeneration of effect each round.

A simple silver band set with a tiny aquamarine.

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

A mother-of-pearl sphere that hums softly when near arcane energy. Restores a spell slot.

Once per day restores one expended spell slot of up to 3rd level to a spellcaster who speaks the activation word.

Soft blue leather boots lined with kelp-silk, soles etched with tiny runes.

Wearer gains a swimming speed of 30 ft. and can walk on the surface of non-magical water as if it were firm ground for up to 10 minutes per long rest.

A small glass lens set in a brass frame. When pressed to the eye it clarifies the world beneath waves.

Once per long rest grants water breathing for up to 8 hours to the wearer and grants +2 to Perception checks underwater.

A carved figurine of a stylized seahorse; when used it becomes a mount in the water.

Becomes a large seahorse for up to 8 hours once per day. The mount can carry up to 3 medium creatures in water and has swim speed 60 ft.
Miscellaneous1

A polished staff with a sapphire cabochon at its crown. Functions as a focus and augments spells.

Atk Grants +1 to spell attack rolls and +1 to spell save DC for spells that deal cold or water-themed effects (while attuned).
Miscellaneous3

A leather pouch full of common and uncommon spell components used up to 3rd level spells.

Contains powdered iron, bat guano substitutes, vials of seawater, mercury, salt, and common herbs sufficient for many rituals.

Special ink made from powdered moon-scallop. Ideal for scrolls and scribing spells.

Allows scribing of scrolls and copying spells; 12 uses before replacement required.

A carved mother-of-pearl token blessed by a cleric of Umberlee (or so one hopes).

Grants +2 to Survival checks to navigate tidal waters and cancel one instance of minor sea-sickness per day.
ME

Merisyl Varn

HumanWizard (School of Conjuration)Lvl 14

Shop Atmosphere

The shop is located in a narrow Waterdeep lane overlooking the harbor; wind chimes of polished driftglass tinkle continuously. Shelves are lined with jars of seawater, labeled by tide and month. Merisyl keeps a small, lethargic pseudodragon named 'Brine' that naps on the counter and occasionally knocks down low items for attention. She offers tea brewed from kelp-saffron to customers (free), which makes their voices slightly sing-song for an hour (harmless, but disconcerting). Merisyl often offers to appraise traded items, but charges extra if the item smells of smoke or of the Docks Ward.
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