The Cloak Tower

The Cloak Tower is a mage tower in the city of Neverwinter. It serves as the headquarters for the Many-Starred Cloaks, Neverwinter's mages guild and regional wizard organization. The tower is a symbol of authority and order within the city, playing a crucial role in maintaining peace and protecting its citizens from nefarious magic. It is often involved in various undertakings and missions related to the safety and governance of Neverwinter.

 

However, the Many-Starred Cloaks are not without controversy. During the Spellplague, a period of immense Magical upheaval caused by the death of the goddess of magic, the mages of the Guild performed dangerous experiments with the chaotic Weave and caused the Chasm, an area of disrupted gravity and floating islands, to appear in the slums of the city.

 

Magic shop

Magic Shop (Intermediate)

Intended for level 5 to 10.


NameRarityDescriptionAmountPrice (gp)
Healing SalveCommon1 hp healing takes 10 minutes105
Potion of HealingCommon(2d4 + 2) Healing550
Potion of Greater HealingUncommon(4d4 + 4) Healing2150
Potion of Superior HealingRare(8d4 + 8) Healing1500
Perfume of BewitchingUncommonThis tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they’ve been influenced by magic.1300
Potion of Fire ResistanceUncommonWhen you drink this potion, you gain resistance to Fire damage for 1 hour.1300
Oil of EtherealnessRareBeads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.11500
Potion of Fire Giant StrengthRareWhen you drink this potion of fire giant strength, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.11000
Pole of CollapsingCommonWhile holding this 10—foot pole, you can use an action to speak a command word and cause it to collapse into a l-foot-long rod, for ease of storage. The poles weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.15
Lock of TrickeryCommonThis lock appears to be an ordinary lock and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. Locks have a base DC of 15.1100
Air Bubble CapUncommonWhile wearing this cap, you can speak its command word as an action to create a bubble of air around your head. It allows you to breath normally in areas without breathable air. This bubble stays with you until you speak the command word again, the cap is removed, or disspelled.11000
Cape of the MountebankRareThis cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
18000
Staff of BirdcallsCommonThis wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose‘s book, a loon's call, a turkey’s gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
1200
Wand of PyrotechnicsCommonThis wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. Ifyou expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.1400
Wand of SecretsUncommonThe wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.11500
Wand of the War Mage +1UncommonWhile holding this wand, you gain a +1 bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.11500
Wand of FearRareThis wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
110000
Moon-Touched ShortswordCommonIn darkness, the unsheathed blade of this sword. sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.1150
Dagger + 1UncommonThis dagger has a +1 bonus to Attack and Damage rolls.1500
Flame TongueRareYou can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.15000
Gleaming ScalemailCommonThe scalemail armor never gets dirty.1100
Mithral ChainmailUncommonA mithral chainmail can be worn under normal clothes. The armor doesn’t impose disadvantage on Dexterity (Stealth) checks or has a Strength requirement.11500
Glamoured Studded LeatherRareWhile wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.12000
Arrow-Catching ShieldRareYou gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.16000
Arcane FocusCommonAn orb, crystal or wand that can be used as an arcane focus.1010
Scroll caseCommonA case to keep scrolls dry and safe.101
Magic paper and inkCommonEnough ink and paper for 1 spell scroll.1050
SpellbookCommonA blank spellbook with 100 pages10100
Glass vialCommonA small vial101
Glass bottleCommonA medium sized bottle102
Alchemist's SuppliesCommonSupplies for brewing potions, tinctures and poisons.1050
Calligrapher's SuppliesCommonSupplies for writing scrolls, books and maps.1050
Type
Tower, Mage
Parent Location
Owning Organization

Comments

Please Login in order to comment!