The Arcane Emporium
Owner: Marcellus Thornveil
Located in a tall, narrow building with windows lined with magical wards and faintly glowing runes, The Arcane Emporium is one of University City's most prestigious establishments for magic enthusiasts and spellcasters alike. The air inside is always thick with a faint aroma of incense, and the soft hum of magical energy pulses through the walls. Shelves and counters overflow with scrolls, enchanted artifacts, rare ingredients, and magical tools.
The store is divided into several sections: one for potent scrolls, another for wands and staves, and yet another filled with enchanted items that can be used in everyday life or during combat. Marcellus Thornveil, a serious and enigmatic man in his mid-fifties, is known to have a wealth of knowledge about arcane matters, although he speaks little about his past. His customers range from aspiring wizards and battle mages to arcane scholars, all seeking either practical or experimental magical goods.
The Emporium's clientele is often highly intellectual, but Marcellus welcomes those with an open mind and a willingness to explore the mystical and arcane.
Item Name | Description | In-Game Effects | Price |
---|---|---|---|
Scroll of Mage Armor | A simple scroll containing the Mage Armor spell. | Cast Mage Armor once when read aloud. | 25 gp |
Scroll of Burning Hands | A scroll that holds the incantation for the Burning Hands spell. | Cast Burning Hands once when read aloud (self-target). | 50 gp |
Wand of Magic Missiles | A simple wooden wand that stores the Magic Missile spell. | Cast Magic Missile (1st level) 3 times before needing to be recharged. | 150 gp |
Scroll of Identify | A scroll inscribed with the Identify spell. | Cast Identify once when read aloud. | 100 gp |
Wand of Light | A wand that glows with a soft radiance, capable of casting light-based spells. | Cast Light at will. | 125 gp |
Scroll of Shield | A scroll imbued with a protective spell for self-defense. | Cast Shield once when read aloud (adds +5 to AC until start of next turn). | 150 gp |
Wand of Detect Magic | A wand made of silver that radiates faint magic. | Cast Detect Magic at will. | 200 gp |
Wand of the Warmage | A wand with the power of a battle mage, enhancing spells. | Grants +1 to spell attack rolls and saving throw DCs for spellcasters. | 250 gp |
Scroll of Fireball | A scroll containing the powerful Fireball spell. | Cast Fireball (8d6 fire damage) once when read aloud. | 400 gp |
Wand of Web | A wand of blackened wood that allows control over webs. | Cast Web once per day. | 450 gp |
Ring of Spell Storing | A simple, unassuming ring that stores spells cast into it. | Stores up to 3 levels of spells, which can be cast by the wearer (spell must be known by wearer). | 1,000 gp |
Staff of the Magi | A legendary staff of dark wood, inscribed with ancient runes. | Provides +2 to AC, +2 to spell attack rolls, and grants 50 charges of Counterspell, Dispel Magic, or Shield. | 2,000 gp |
Wand of Fireballs | A wand crafted with a fiery core that holds the power of destruction. | Cast Fireball (8d6 fire damage) 3 times before needing to be recharged. | 1,500 gp |
Tome of the Arcane | A leather-bound book filled with arcane knowledge and powerful rituals. | Increases Intelligence by +2 (max 20) for a spellcaster who reads it for 48 hours. | 2,000 gp |
Rod of the Pact Keeper | A rod meant for warlocks, amplifying their connection to their patron. | Grants +1 to Warlock spell attack rolls and saving throw DCs, plus once per day, regain a spell slot (1st level). | 2,500 gp |
Cloak of Protection | An elegant cloak embroidered with protective runes. | Grants +1 to AC and saving throws while wearing it. | 3,000 gp |
Ring of Invisibility | A ring that allows the wearer to disappear from sight. | Once per day, cast Invisibility on the wearer (duration 1 hour). | 4,500 gp |