Voss's Vault of Wonders

Est. 2025 Half-elf Wizard (School of Enchantment)

Voss's Vault of Wonders

Maera collects compliments—on display near the register is a 'Wall of Admiration' where patrons pin short notes praising clever uses of her wares. She offers a ...

MA

Shopkeeper

Maera Voss, a Half-elf Wizard (School of Enchantment) (Lvl 13)

Keeper's Species

Half-elf

3 Potions2 Misc3 Misc1 Misc1 Misc3 Misc3 Misc1 Misc2 Misc1 Misc1 MiscEst. 110.7k gp

Shop Inventory

(21)
Potions3

A bright ruby-red elixir that mends deep wounds and knits torn flesh with a warm touch.

Heal 4 HPHeals HP when consumed (standard D&D 5e effect).

A clear, silvery fluid that briefly absorbs light. Drinking it renders the imbiber invisible.

Grants invisibility for up to 1 hour or until the user attacks or casts a spell.

A viscous azure potion that quickens the muscles and sharpens the mind for a brief period.

When consumed, grants the effects of the Haste spell for 1 minute (no concentration required for potion).
Miscellaneous2

A parchment singed at the edges. The script inside flares when read aloud by a spellcaster.

Cast Fireball using an 8th-level slot (ranges and area per spell). Usable only by spellcasters who can cast the spell or who succeed on an Arcana check () to use it without mishap.

A scroll written in a steady, meticulous hand. The ink shimmers and the letters rearrange when you look away.

Cast True Seeing (10 minutes duration) when read by a caster. Single-use. Non-casters may attempt Arcana to use it.
Miscellaneous3

A finely woven cloak with silver thread that seems to ripple like a living shadow. Grants a subtle ward to wearer.

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

Bronze bracers inlaid with faintly pulsing runes. They seem to deflect misfortune as well as blows.

AC +2While wearing these bracers and not using armor or a shield, gain +2 to AC.

Soft, dark gloves that fit as if they were made for your hands alone. The fingertips are stamped with tiny sigils.

While wearing, gain bonus to Sleight of Hand checks and Dexterity checks to pick locks (invisible magic prevents detection of glove's magic by non-arcane means).
Miscellaneous1

A finger-ring of blackened silver, engraved with three tiny arcane sigils. It hums faintly when spells rest in it.

Can store up to 5 levels worth of spells (currently contains three stored spells—user can specify with attunement and inscription). Spells can be cast from the ring without expending the caster's slots.
Miscellaneous1

A dark walnut wand banded with copper that vibrates slightly when magic is in the air.

Atk While attuned, you gain a bonus to spell attack rolls. Also ignores half cover on spell attacks.
Miscellaneous3

A perfectly round pearl that glows faintly with stored arcane energy. It is warm against the palm.

Once per day, regain one expended spell slot of up to 3rd level.

A black iron torch whose flame produces light but no heat. Useful for stealthy illumination that won't set things aflame.

Produces light like a torch (bright light in 20 ft, dim in additional 20 ft) but no heat; lasts indefinitely until someone extinguishes it with a piece of iron.

A plain canvas sack that feels impossibly light, with a faint smell of spice from the last cargo stored inside.

Standard Bag of Holding: opens to an interior dimension with 500 lbs capacity, 64 cubic ft.
Miscellaneous3

A sturdy leather-bound spellbook whose pages never yellow. It has faint guidelines that aid neat script.

Adds +2 to Arcana checks made to copy spells into it and resists damage from water and fire (advantage on saves vs environmental damage once per day).

A leather pouch containing common spell components, a pinch of powdered iron, bits of cloth, and several tiny glass phials.

Contains components for many low-level spells up to 3rd level (does not include costly components or focus-only items).

A tray of small glass vials, feather quills, copper wires, and other miscellaneous trinkets useful for spellcasting and experiments.

Common components for low-level spells; some items (tiny silver mirrors, bat guano) included in small quantities.
Miscellaneous1

A faintly blue, spinning stone that, when orbiting your head, hums with protective power.

AC +1While this ioun stone orbits you, you gain +1 to AC (and sometimes +1 to saving throws depending on DM ruling).
Miscellaneous2

A small deck of ornate cards—Maera assures you it contains 10 reliable illusions and a few blanks.

Pull a card to create the illusion depicted. Maera notes 10 out of 34 cards are present; she charges less because the deck is incomplete.

A tiny, glowing chip that orbits the user's head and sharpens arcane aim.

Atk Provides +1 to spell attack rolls while orbiting.
Miscellaneous1

A carved rod tipped with a polished garnet. It aids in persuasion and subtle mental influence.

Once per day, the wielder can cast a charm effect akin to Suggestion (up to 5th-level equivalent) or gain advantage on a single Persuasion check for up to 1 minute.
Miscellaneous1

A heavy book whose pages are lined with faint runes suggesting paths of insight. This is a minor version intended for study.

If used under guidance (Maera offers tutoring for 100 gp), grants a permanent +1 to Wisdom or increases Wisdom-related skill once (DM discretion).
MA

Maera Voss

Half-elfWizard (School of Enchantment)Lvl 13

Shop Atmosphere

Maera collects compliments—on display near the register is a 'Wall of Admiration' where patrons pin short notes praising clever uses of her wares. She offers a 5% discount to any customer who leaves an earnest, handwritten compliment and snacks (she keeps a tin of spiced rusks behind the counter). She hates loud brass music and will close for exactly one hour during the first thunderstorm of each month to 'listen to the rain.'
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