Spook

flyteck

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Created
2 years, 4 months ago
Creator
flyteck
Favorites
16

Profile


A tiefling sorcerer who was abandoned as a toddler, somehow found his way into the catacombs of a military fortress, and was adopted and raised by the ghosts who live there.
  • Spook
  • He/Him
  • 21 | 6'5
  • Tiefling (Levistus)
  • Unknown
  • Oct.ober 28th
  • INFJ-T | True Neutral
  • Demisexual Panromantic
  • Cold, Necrotic
  • WIP
Appearance Notes
Spindly - borderline malnourished looking; no fat and not much muscle. Defined cheekbones. Upper lip sticks out a bit due to his large canines. Tends to hunch slightly unless he's thinking about it, and also tends to drag his tail. Pupils are very reflective. Squints in bright light. Skin is always cold to the touch, and his pulse is faint (but steady).
Voice Notes
Low, quiet, monotone; can be hard to hear, tendency to mumble. Usually sounds confused/uncertain. Pitch goes up a bit if he's excited or nervous, but doesn't really get louder. Very slight lisp on some words due to his teeth.
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  • Fenfir "Fen" Ralomaris
  • Dad "Da"
  • 35 (dead ~120) | 5'11 | Elf (Ghost)
  • ENFP-T
Spook's Da. Was the fortress' (unliked) entertainer in life. Lover of shitty puns, long-winded jokes, and otherwise unfunny humour. Overdramatic and overemotional - although he can be a bit much, he just wants people to be happy, and prioritizes others over himself.
He worries a lot, especially about Spook. He's the one who initially found him, and was set on keeping him right away, despite Cayden and (especially) Mariam's uncertainty. He loves telling Spook stories, and does everything in his power to keep him happy. Very overprotective. He was a helicopter dad, and still would be if he could leave the fortress. Spook is very attached to him, and has really looked up to him ever since he was tiny.
  • Cayden Murag
  • Dad "Pops"
  • 31 (dead ~30) | 7'3 | Half-Orc (Ghost)
  • INFJ-A
Spook's Pops. Was a fortress guard in life. Quiet and very softspoken; never raises his (very deep) voice. He often doesn't say much at all. He's a big softie and dislikes conflict. He does his best to mediate any disagreements, although he often struggles to be assertive.
He's much more laid back than Fen, often helping to keep him calm, and being the level headed one in difficult parenting situations. He's the one Spook goes to when he's uncertain about something that could worry his Da.
Him and Fen are very mushy mushy and in love - there's many bad puns and smol kisses; constant PDA. They met after Cayden died and hit it off pretty quickly.
  • Mariam Baxter
  • Not Mom
  • 39 (dead ~40) | 5'9 | Human (Ghost)
  • ISFJ-A
Was the fortress' wet nurse in life. She's usually quite stoic, but nicer than she lets on. The responsible one. Hates puns, dissaproves of shenanigans, likes things to be done efficiently. She's Fen's best friend, despite their differences (and disagreements). She was quite against keeping Spook initially, but was badgered into agreement by Fen - she's happy for that now.
Although she's not technically one of Spook's parents, she still took an active role in taking care of him, and the two are quite close. Fen and Cayden went to her for guidance on a lot of things, as she has actual experience taking care of children and knows her stuff. She's the one who made sure Spook was properly educated as well.
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  • Fehn "Wellfed" Quickfist
  • 50 | 6'6 | Half-Orc
  • Team Dad
An ex-military rune fighter, who very quickly adopted the party, despite insisting that he's not team dad. There is no real leader, but he's definitely the most widely respected by the group.
He reminded Spook of his Pops right away, and he was immediately drawn him because of that (his name being Fehn is just a hilarious freak coincidence). Spook looks up to him and will do really whatever he says. His protective but kind nature and patience make him easy to get along with, and also easy for Spook to approach, despite his trouble with talking to new people. He's who he'll always go to for advice or guidance. Dad #3!
  • Salvo "Sal"
  • ?? | 6'4 | ?? Warforged
  • Botfriend ♥
A cleric with no memory beyond four years ago, trying to figure out what they are and where they came from while having as much fun as possible, as is the wish of their god.
It took Spook a little time to get comfortable with them, but now the two of them are almost always attached at the wrist. They share the same naive curiosity, and Sal's constant enthusiasm and confidence help Spook do things he'd normally be too timid to try; plus, he finds himself enjoying them a lot more when they're together, too. Spook helps check them when their curiosity leads to trouble - but if he can't, he's happy to jump in after them. They get bonus points for being a very good pillow for Spook, who's spent his life sleeping on a stone coffin. Cool, hard, surfaces are comfy!
Now that they've both figured out their tiny little emotions, they're dating ♥
  • Trixi
  • 25 | 5'5 | Changeling
  • Friend
A changeling monk with a questionable past, who got by doing miscelanious mercenery work - until she got tangled up in the whole end of the world shabang with the rest of the party.
Spook likes her, but she can be a little loud and sometimes snappy, without much patience for his (to be fair, usually very obvious) questions. They get along pretty well and Spook thinks she's really cool and tough, but he's also a little intimidated by her, and frequently worries about being in her way or bothering her - so he doesn't often approach her to talk, despite worrying about her wellbeing.
  • Sorrel
  • 17 | 5'2 | Wood Elf
  • Friend
A feral little elf child who went to find her missing brother, only to find out he'd recklessly tried to kill the big bad, died, managed to un-die himself, and is now a lich. So now she's trying to help him with all his unfinished bussiness and pretend that eveything is fine.
She and Spook don't really have a lot in common and therefore don't really talk much, but they share a mutual respect and like of each other. Spook finds her a little intimidating due to her attitude and how loud she can be, despite her small size. She has a tendency to shush him if he's asking too many questions.
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Personality + General Info

A tiefling who was abandoned as a toddler, somehow found his way into the catacombs of a large military fortress, and was adopted and raised by the ghosts who live there. He has no memory of his life before them, and nobody is quite sure how he ended up there to begin with.

He had to stay hidden to avoid being kicked out, leaving the catacombs only at night with one of his parents (usually Fen) to steal food, and never leaving the fortress itself. His childhood was pretty normal despite his situation, with the only real event being his magic manifesting... there were many frantic 2 AM trips to the fortress' library. Although he was content enough with just the company of his family, as he got older, they started to worry that he might need some better socialization - so when he turned twenty, they pushed him to leave and go interact with living people.

He's a little awkward and quiet, but not at all antisocial - he doesn't like being alone. Has resting bitch face, and a tendency to stare, which, along with... everything else about him, intimidates people. He has trouble talking to strangers, and tends to stick to silence or single word replies until he's comfortable. Once you get to know him, he's a big sweetheart who just wants to help. Although he's curious, he'd rather keep himself out of most difficult situations. He lacks confidence and will often just go along with what others want to avoid a long discussion or disagreement. He frequently bumps into people because he's used to incorporeal ones. Doesn't do well in crowds, loud places, bright sun, rain, wind... really, a lot of things. He's figuring it out. He gets homesick sometimes, but he's doing his best to be brave and independent, even though it's a new thing for him.

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  • Favourites
  • Small, dark places
  • Holding hands !!!
  • Food
  • Flowers, butterflies; most delicate flora/fauna
  • Weather as a concept
  • Loud/crowded places
  • Yelling/Shouting
  • Travel rations :U
Bold
Shy
Optimist
Pessimist
Leader
Follower
Patient
Impatient
Graceful
Awkward
Stubborn
Agreeable
Honest
Deceptive

Clothing Layers

  • Shirt
  • Bag
  • Penelope

Key Items

Wand

Spook's arcane focus, but also a sentimental item. The handle is made from one of Cayden's ulnas. It's never out of reach.

Da's Shirt

The shirt Fen was buried with, and Spook's only shirt for a long time. He's very protective of it, and always keeps it clean and dry whenever possible.

Dragon-Touched Focus

A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥ He doesn't take it off.

Penelope

Spook's pet rat! Her spirit is attached to him, but she's not always visible. He had her when she was alive, and she stuck around.

Notes:

  • Borderline malnourished looking; no fat and not much muscle.
  • Tends to hunch slightly unless he's thinking about it
  • Pants are itchy, no pants plz
  • Likes his nails painted; any colour/s
#565F74 (skin)
#303643 (markings/fur/hooves)
#20242B (horns)
#17191D (dark fur/ears)
#BCC2CD (light fur/hair)
#99DCEC/#FC6626/#FFFFFF (eyes)
#161925 (shirt)
#222128 (bag)

Clothing Layers

  • Shirt
  • Bag
  • Penelope
  • Scale Necklace
  • Pearl Necklace
  • Horn Cuffs

Key Items

Wand

Spook's arcane focus, but also a sentimental item. The handle is made from one of Cayden's ulnas. It's never out of reach.

Dragon-Touched Focus

A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥ He doesn't take it off.

Penelope

Spook's pet rat! Her spirit is attached to him, but she's not always visible. He had her when she was alive, and she stuck around.

Notes:

  • First thing he's picked out (mostly) by himself - shiny colours!!
  • Jewellery Reference (ears aren't pierced, just yet but he did buy these)
  • Nails/hooves can be painted, any colour
#565F74 (skin)
#303643 (markings/fur/hooves)
#20242B (horns)
#17191D (dark fur/ears)
#BCC2CD (light fur/hair)
#99DCEC/#FC6626/#FFFFFF (eyes)
#95191A/#DB6C0F/#FCB652 (shirt)
#222128 (bag)

Clothing Layers

  • Shirt
  • Bag
  • Cape
  • Penelope

Key Items

Wand

Spook's arcane focus, but also a sentimental item. The handle is made from one of Cayden's ulnas. It's never out of reach.

Penelope

Spook's pet rat! Her spirit is attached to him, but she's not always visible. He had her when she was alive, and she stuck around.

Dragon-Touched Focus

A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥ He doesn't take it off.

Notes:

  • Fancy outfit for fancy events!
  • Yes, he did ask Sal to cover him in paint
  • Paint can be changed; would be different each time
  • This version has half a butterfly wing on the right half his face
#565F74 (skin)
#303643 (markings/fur/hooves)
#20242B (horns)
#17191D (dark fur/ears)
#BCC2CD (light fur/hair)
#99DCEC/#FC6626/#FFFFFF (eyes)
#FF404B/#FC2B5D/#B91D37 (shirt base)
#3B377E/#51EAF6 (shirt accents)
#212166/#74CBFF/#165DD8 (cape)
#222128 (bag)

Clothing Layers

  • Shirt
  • Bag
  • Penelope
  • Pearl Necklace

Key Items

Wand

Spook's arcane focus, but also a sentimental item. The handle is made from one of Cayden's ulnas. It's never out of reach.

Dragon-Touched Focus

A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥ He doesn't take it off.

Penelope

Spook's pet rat! Her spirit is attached to him, but she's not always visible. He had her when she was alive, and she stuck around.

Notes:

  • Borderline malnourished looking; no fat and not much muscle.
  • Tends to hunch slightly unless he's thinking about it
  • Pants are itchy, no pants plz
  • Likes his nails painted; any colour/s
#565F74 (skin)
#303643 (markings/fur/hooves)
#20242B (horns)
#17191D (dark fur/ears)
#BCC2CD (light fur/hair)
#99DCEC/#FC6626/#FFFFFF (eyes)
#161925 (shirt)
#222128 (bag)

Inventory

0 | 5 | 95 | 231 | 135
0|5|95|231|135
65950165_X556yi4jwvcjr65.png
Wand
Spook's arcane focus, but also a sentimental item. The handle is made from one of Cayden's ulnas. It's never out of reach - usually, in the side pouch on his bag, or in his hand. He often sleeps holding it.
65950200_jbmnIhSlZRuEtM8.png
Da's Shirt
The shirt Fen was buried with, and Spook's only shirt for a long time. He's very protective of it, and always keeps it clean and dry whenever possible. It's mixed linen/silk, and very soft and comfy.
65950191_hi7uE0rrVC0tCBf.png
Penelope
Spook's pet rat! Her spirit is attached to him, but she's not always visible. He had her when she was alive, and she stuck around. Interestingly, since he's been away from home, it seems she's also been acting as a sort of medium between Spook and his family, allowing for the exchange of very loose thoughts and feelings.
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Dragon-Touched Focus
A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥ He doesn't take it off.
x2
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Waterskin
Standard ol' waterskin. Spook has two because Sal gave him one - they found it, and had literally no reason to keep it - but Spook needs to drink water, right?
x7
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Rations
Icky travel food; 0/10
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Thieve's Tools
For getting into places he shouldn't be, and opening things he's not supposed to. Mostly used for breaking into people's cellars so he can sleep somewhere underground.
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Pinecones
A couple of pinecones that Spook found when we were travelling through a large area of mixed forest. They're unremarkable besides the little mask Sal painted on one of them when Spook showed it to them... he quite likes it.
x1
Misc. Bones
Mostly rat bones, although there's some human teeth and finger bones in there too. About 2/3rds of them are actually Penelope's, including the skull. The others were just bits younger Spook thought looked interesting and kept.
50690772_lzSoiITNPnTGSJ9.png
  Extroverted
Introverted (75%)  
  Intuitive (58%)
Observant  
  Thinking
Feeling (70%)  
  Judging (71%)
Prospecting  
  Assertive
Turbulent (53%)  
Spook
Campaign Status: In Progress
Shadow Sorcerer 10
class & level
Urchin (custom)
background
Tiefling (Levistus)
race
True Neutral
alignment
73
Hit Points
13
AC
+3
Initiative
30ft
Speed
Strength
0
10
Dexterity
+3
17
Constitution
+3
16
Intelligence
+1
13
Wisdom
+1
13
Charisma
+5
20
+4
Proficiency Bonus
Saving Throws
  • +0
    Strength
  • +3
    Dexterity
  • +7
    Constitution
  • +1
    Intelligence
  • +1
    Wisdom
  • +9
    Charisma
Skills
  • +3
    Acrobatics
  • +1
    Animal Handling
  • +5
    Arcana
  • +0
    Athletics
  • +5
    Deception
  • +1
    History
  • +1
    Insight
  • +9
    Intimidation
  • +1
    Investigation
  • +1
    Medicine
  • +1
    Nature
  • +1
    Perception
  • +5
    Performance
  • +5
    Persuasion
  • +1
    Religion
  • +7
    Sleight of Hand
  • +7
    Stealth
  • +1
    Survival
11
Passive Perception
11
Passive Insight
73
Hit Points
13
AC
+3
Initiative
30ft
Speed
Proficiencies
  • Languages: Common, Infernal; a little bit of elvish + orcish
  • Weapons & Armour: Daggers, Darts, Slings, Quarterstaves, Light Crossbows
  • Other:  Disguise Kit, Thieves' Tools
Weapons & Damaging Cantrips
Name +Atk Damage
Dagger (x3) +7 1d4+3 piercing

+9 2d8 cold

+9 2d8 necrotic

+9 2d8 lightning

+9 2d6 cold
Personality Traits: Quiet - Zero Social Skills - Curious/Observant
Ideals: Just wants everyone to get along tbh
Bonds: His Dads + Mariam (+ the party)
Flaws: Incredibly passive - Can be insensitive
Features & Traits
  • Hellish Resistance: You have resistance to fire damage.
  • Legacy of Stygia: You know the cantrip. When you reach 3rd level, you can cast the spell as a 2nd-level spell once with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spell once with this trait, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Crypt Secrets: You know the secret patterns and flow to crypts and tombs, and can find passages through them that others would miss. When you are not in combat, you (and companions you lead) can travel through modern crypts or catacombs twice as fast as your speed would normally allow.
  • Eyes of the Dark: From 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
  • Strength of the Grave: Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.
  • Magical Guidance: When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Organizations
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Fort Weissrosen; where Spook was raised. While he didn't live in the fortress itself, the whole place is home.
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The Grandkids - The party!! Family number two!
Sorcerer
spellcasting class
Charisma
spellcasting ability
17
spell save DC
+9
spell attack bonus
Feat: Metamagic Adept
  • You've learned how to exert your will on your spells to alter how they function:

    You learn two Metamagic options of your choice from the sorcerer class.

    You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source, but can be used only on Metamagic).

Metamagic Options
  • Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
  • Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Seeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Feature:
  • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes.
    59867104_KqTobTamz4OzbtE.png
    As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf's statistics with the following changes:
  • The hound is size Medium. It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of the target.
  • Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target.
  • Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Sorcery Points:

Spell Slots:
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Relevant Magic Items:

Ray of Frost

cantrip evocation - tiefling (levistus)
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous
  • A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Chill Touch

cantrip necromancy - sorcerer
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Somatic
  • Duration: 1 round
  • You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Shocking Grasp

cantrip evocation - sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Instantaneous
  • Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

Frostbite

cantrip evocation - sorcerer
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous
  • You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Darkness

2nd-level evocation - sorcerer (shadow)
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Material (bat fur + drop of pitch or piece of coal)
  • Duration: Concentration, up to 10 minutes
  • Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

    If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

    If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

    Can be cast once per long rest for free.

    Can be cast for 2 sorcery points - if done this way, you can see through the darkness created by the spell.


Hound of Ill Omen

medium monstrosity, unaligned

  • Armor Class: 14 (natural armor)
  • Hit Points: 37 (5d10+10)
  • Speed: 50 ft

STR17(+3)
DEX15(+2)
CON15(+2)
INT3(-4)
WIS12(+1)
CHAR7(-2)

  • Skills: Perception +3, Stealth +4
  • Senses: Passive Perception 13

  • Keen Hearing and Smell: The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics: The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.

  • Actions: Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone

Prestidigitation

cantrip transmutation - sorcerer
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: Verbal, Somatic
  • Duration: Up to 1 hour
  • This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

    • You instantaneously light or snuff out a candle, a torch, or a small campfire.

    • You instantaneously clean or soil an object no larger than 1 cubic foot.

    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Message

cantrip transmutation - sorcerer
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Somatic, Material (a short piece of copper wire)
  • Duration: 1 round
  • You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

    You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.


Blade Ward

cantrip abjuration - sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: Verbal, Somatic
  • Duration: 1 round
  • You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.


Chromatic Orb

1st-level evocation - sorcerer
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: Verbal, Somatic, Material (a diamond worth at least 50 gp)
  • Duration: Instantaneous
  • You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

    When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Shield

1st-level evocation - sorcerer
  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: Verbal, Somatic
  • Duration: 1 round
  • An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.


Armor of Agathys

1st-level abjuration - tiefling (Levistus)
  • Casting Time: 1 action
  • Range: Self
  • Components: Verbal, Somatic, Material (a cup of water)
  • Duration: 1 hour
  • A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

    Can be cast once per long rest at second level for free.


Scorching Ray

2nd-level evocation - sorcerer
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous
  • You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

    When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

    All Spook's fire spells, save for fire chromatic orb, are blue and burn cold.


Misty Step

2nd level conjuration - sorcerer
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: Verbal
  • Duration: Instantaneous
  • Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


Shatter

2nd level evocation - sorcerer
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (a chip of mica)
  • Duration: Instantaneous
  • A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

    When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Shadow Blade

2nd level illusion - sorcerer
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: Verbal, Somatic
  • Duration: Concentration, up to 1 minute
  • You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

    When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.


Counterspell

3rd level abjuration - sorcerer
  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: Somatic
  • Duration: Instantaneous
  • You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

    When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.


Hypnotic Pattern

3rd level illusion - sorcerer
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Somatic, Material (a glowing stick of incense, or a crystal vial filled with phosphorescent material)
  • Duration: Concentration, Up to 1 minute
  • You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.


Fireball

3rd level evocation - sorcerer
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: Verbal, Somatic, Material (a tiny ball of bat guano and sulfur)
  • Duration: Instantaneous
  • A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

    When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    All Spook's fire spells, save for fire chromatic orb, are blue and burn cold.


Dimension Door

4th level conjuration - sorcerer
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: Verbal
  • Duration: Instantaneous
  • You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”

    You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

    If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.


Cone of Cold

5th level evocation - sorcerer
  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: Verbal, Somatic, Material (a small crystal or glass cone)
  • Duration: Instantaneous
  • A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

    When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


Dragon-Touched Focus

wondrous item, rare
  • A sapphire amulet carved in the shape of dragon framed by wings. Requires attunement by a spellcaster.

Properties:
  • Slumbering: You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
  • Stirring: The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in who's hoard it became stirring.
  • Chromatic: Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6. You gain a bonus equal to the number rolled to one of the spell's damage rolls.

A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥


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