Vey's Vault of Wondrous Artifacts

Est. 2025 Half-Elf Wizard (Evocation/Divination focus)

Vey's Vault of Wondrous Artifacts

Merisande hums an old lullaby whenever she polishes items; she offers a 10% discount if a customer brings a piece of unusual upward-magic (e.g., an unspent unco...

ME

Shopkeeper

Merisande Vey, a Half-Elf Wizard (Evocation/Divination focus) (Lvl 12)

Keeper's Species

Half-Elf

14 Misc2 Weapons1 Armor2 PotionsEst. 109k gp

Shop Inventory

(19)
Miscellaneous14

A vellum scroll bearing the sigil of a roaring ember. Scribed with a fireball keyed to a 6th-level slot — unusually potent and rare in written form.

Casts Fireball at equivalent spell level when read; single use. Requires ability to cast spells or a successful Arcana check () to activate without spellcasting ability.

A hammered band of mithral run through with a faintly glowing rune. Holds spells cast into it for later release.

Can store up to 5 levels of spells. While attuned, the wearer can cast any stored spell without expending their own spell slots.

Soft leather boots with tiny silver paw prints embroidered along the rim.

Wearer gains advantage on Dexterity (Acrobatics) checks to balance and land on their feet; falls reduced to 10 feet don't deal damage and require no saving throw. Once per day, gain advantage on a single Dexterity save.

A perfectly round pearl that faintly hums when near spellcasters. Useful for reclaiming spell energy.

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

A hefty leather-bound tome covered in sigils and notes in multiple hands. Grants useful insights into planar creatures and teleportation runes.

Provides advantage on Arcana checks related to planar lore and increases the save DC of dispel/banishment attempts by +1 when used as a reference (requires 10 minutes reading).

A heavy amethyst set in a polished iron disk. Grants resistance against hostile magic.

Wearer has advantage on saving throws against spells and spell-like effects. In some campaigns, DM may grant full resistance (half damage) to certain effects.

Silk gloves with fingertip runes. Designed for casters who prefer discreet magic.

Advantage on Sleight of Hand checks to hide somatic components and on Deception checks to pass off minor illusions. Once per long rest, cast Silence (2nd-level) without components.

A quick-ink ward—Merisande writes it on skin for customers needing a day's protection.

AC +2Grants +2 to saving throws against a single school chosen at application (e.g., necromancy) for 24 hours. Tattoo fades after duration.

A pinch of silver dust contained in a corked phial. When thrown, it cloaks in shadows.

When used, grants invisibility to up to 1 minute or until the creature attacks or casts a spell. Affects up to medium creatures in a 10-ft area when thrown.

A palm-sized smoky crystal that subtly repeats the last spell cast through it.

If used as a spellcasting focus, once per long rest it can echo a leveled spell cast through it as a cantrip (no scaling) immediately after, producing a faint illusory remnant of the effect.

A tiny glowing sapphire-shaped stone that orbits the user's head when activated.

AC +1Grants +1 to AC while orbiting. If displaced or stolen, it can take 1 hour to reacquire orbit.

A set of small chalked runes and reagents to make temporary one-use glyphs and minor wards.

Each rune lasts 8 hours or until triggered; good for traps, alarms, or small protective sigils. Requires Arcana check () to craft reliably.

A short torch that sheds bright light in a 20-ft radius and dim light for an additional 20 ft but emits no heat.

Never consumes fuel; can be extinguished by a check or by using a dispel magic (or similar).

A feather quill that can transcribe spoken words into text while set upon a page.

Transcribes spoken language into written form up to 1 hour of speech per day. Useful for research and recording rituals.
Weapons2

A blackened yew wand inlaid with stormglass. It contains 7 charges. Spend 1–3 charges to cast Lightning Bolt (3rd–6th level). Regains charges daily at dawn.

Flexible charge usage; if expended and the wand has no charges, there's a 5% chance it erupts, dealing lightning to those within 10 ft ( Dex save for half).

A pale oak staff capped with a chunk of clear blue ice that never melts. Emits a cold aura.

Atk 3 charges. Spend 1 charge to cast Frostbite (as per cantrip scaling) or 2 charges to cast Sleet Storm (3rd-level). Regains charges daily.
Armor1

A smoky gray cloak that seems to sigh with each movement. It grants limited control over fog and concealment.

AC +1While worn and hood up, wearer gains +1 to AC and advantage on stealth checks made in dim light or fog. Once per long rest, cast Fog Cloud (Concentration, up to 1 hour) without using a spell slot.
Potions2

A crystal phial filled with shimmering rosy liquid.

Heal 4 HPHeals hit points when consumed (Greater Healing).

A clear vial with a single mote of starlight suspended within. Grants sight beyond illusions.

Grants True Seeing for 1 hour when consumed (as per the spell).
ME

Merisande Vey

Half-ElfWizard (Evocation/Divination focus)Lvl 12

Shop Atmosphere

Merisande hums an old lullaby whenever she polishes items; she offers a 10% discount if a customer brings a piece of unusual upward-magic (e.g., an unspent uncommon wand or a planar shard). She keeps a glass jar of 'luck pebbles' by the counter—customers who drop a copper coin and pick a pebble may earn small boons (a minor trinket or a free minor rune) but Merisande never reveals how often she actually uses the pebbles herself.
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