The Astral Lantern

Est. 2025 Half-elf Wizard

The Astral Lantern

The shop is lit by suspended motes of slow-moving starlight that occasionally rearrange themselves into faint constellations. The shopkeeper answers questions i...

IS

Shopkeeper

Ishara Vell, a Half-elf Wizard (Lvl 14)

Keeper's Species

Half-elf

2 Potions10 Misc2 Armor3 WeaponsEst. 67.9k gp

Shop Inventory

(17)
Potions2

A small ruby-tinted vial of red liquid. Common in well-stocked magic shops that deal in adventuring necessities.

Heal 14 HPWhen drunk you regain hit points. Consumable; no attunement required.

A heavier, deeper-red potion sealed with wax. Useful for parties expecting heavy fights.

Heal 44 HPWhen drunk you regain hit points. Consumable; no attunement required.
Miscellaneous10

A stout leather bag with a braided golden rim. The mouth seems to look into a deeper darkness than its size allows.

Extradimensional storage. If turned inside out, contents spill but are unharmed; placing inside certain other extradimensional items can cause planar effects.

A heavy ring of blackened silver with a faintly humming gem set into it.

Spells cast into the ring can later be cast by the wearer using the original caster's save DC and spell attack bonus.

A brittle parchment sealed with orange wax; arcane script dances when you stare.

Spell scroll inscribed with Fireball (3rd-level).

A soft leather pouch embroidered with sigils for quick access to minor components.

Allows a spellcaster to employ components stored within without searching a pack in combat.

A translucent lens etched with a whisper-thin spiral. Locals call it a 'whisperglass'.

Grants advantage on Perception checks relying on sight and lets wearer see into faint illusions for up to 1 hour per day.

A brass charm with a bead of volcanic glass encased at its center.

Once per long rest, when wearer would take fire damage they may expend the charm to gain resistance to fire for 1 minute.

A silver coin with a tiny perforation and a faint echo when dropped.

Once per day the coin can 'echo' a short spoken message to a location within 1 mile where the shopkeeper has visited or seen; message lasts 10 seconds.

A satchel of midnight cloth with a single rune on the flap. It feels like it contains more than it should.

Works like a weak Bag of Holding; useful for agents who need concealment without full bag capacity. No attunement.

A dull crystalline shard humming faintly when held near a protected surface.

AC +1Once per dawn, the shard can be embedded in a shield or bracer to grant +1 AC for 24 hours.

A spool of thread that shivers slightly if magic is near.

Used to repair enchanted garments and to stitch simple single-use spell effects into clothing; provides advantage on magical tailoring checks.
Armor2

A midnight-blue cloak embroidered with tiny silver runes that shimmer when danger is near.

AC +1While worn grants +1 to AC and +1 to all saving throws.

Soft leather boots lined with starlight-silk; they tick when their magic surges.

While active, opportunity attacks against the wearer have disadvantage.
Weapons3

A blackened wand tipped with a globe of trapped embers that never cools.

Can cast Fireball using 1 or more charges (3rd-level for 1 charge, upcasting by spending extra charges). Requires attunement by a spellcaster.

A dark staff inlaid with a spiral of mother-of-pearl. Its core hums with stored arcane energy.

Atk AC +2Has 20 charges to cast a variety of spells; regains charges daily. If drained, roll for partial destruction per DMG.

A finely balanced longsword with runes along the fuller that glow blue when drawn.

Atk +2 to attack and damage rolls when wielded as a weapon.
IS

Ishara Vell

Half-elfWizardLvl 14

Shop Atmosphere

The shop is lit by suspended motes of slow-moving starlight that occasionally rearrange themselves into faint constellations. The shopkeeper answers questions in a calm, almost theatrical cadence and always offers a cup of tea brewed with a single pinch of 'memory-saffron' which the proprietor claims sharpens identification - it costs nothing but accepting it obliges you to tell a short, true tale from your past.
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