Description: You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Target: A single break or tear in an object you touch
Components: V, S, M
Duration: Instantaneous
Description: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Description: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Duration: 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.
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration:1 Round
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Casting Time:1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Target: Up to five falling creatures within range
Components: V, M
Duration: 1 minute
Description: Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Target: One object that you must touch throughout the casting of the spell
Components: V, S, M, A pearl worth at least 100 gp and an owl feather
Duration: Instantaneous
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V, S
Duration: 1 Round
Description: 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.
Target: A creature you can see within 60 feet of yourself that succeeds on an attack roll, an ability check, or a saving throw
Components: V
Duration: Instantaneous
Description: You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Target: Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures)
Components: V, S, M
Duration: 1 minute
Description: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Target: An unoccupied space on the ground within range
Components: V, S, M
Duration: 1 hour
Description: This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Components: V, S, M, Specially marked sticks, bones, or similar tokens worth at least 25 gp
Duration: Instantaneous
Description: By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Curious: There is nothing in the world that Aeona cannot find interesting, and she will search the highest tree tops to the dirtiest of ditches if there is something that catches her attention. Endlessly curious and enamored with the world around her, the little Gnome is constantly filling notebooks with notes and drawings of the infinite curiosities that she comes across in her day to day life. This is the fuel for her life of adventure.
Adventurous: It is not that Aeona is fearless, but it is perhaps that her itch for adventure to satiate her endless curiosity that would make her appear so. Life is full of mysteries, and she is ever so excited to solve them. Thanks to her urge to know everything, she will cast everything aside to explore the world, making her a hard woman to pin down in one place. No matter the size of the adventure, she is on board, one hundred percent.
Studious: Though she is often found with her nose in the multitudinous notebooks she carries with her, a quill etching her newest focus of the day on the pages within, she is also very fond of the writings of others, and when she is not physically exploring the world around her, she is exploring the world within the pages of whatever book falls into her hands. Learning first hand is her preferred method of course, but there are many valuable lessons one can learn through the experiences of others, often lessons that do not get a chance to be taught more than once, and when one lives on the edge like Aeona, avoiding fatal curiosities thanks to the warnings of others can be crucial.
Boisterous: When she is excited to fulfill her hearts latest desire, fair be it to the ones in her way. As rambunctious as she is curious, she can often find herself barreling through the shortest path to her destination with less respect than those in her way deserve. Though she is quick to apologize when she is in the wrong, it is not a common occurrence. If you are in the way of her exploration, then chances are, it was your own fault for not being as excited as the little Gnome who got herself tangled in your feet.
Helpful: Everyone needs a helping hand from time to time, Aeona recognizes that from a morality stand point, but more importantly, she recognizes that good deeds are often rewarded. Whether it is monetary rewards, a reward of information, or even a heart-felt trinket, the Gnome will help anyone out (as long as she isn't currently indisposed with something she deems crucial). Even without a reward, she is light-hearted and predisposed to kindness on a good day, and often cannot help herself but lend a hand.
Eager: Passionate and wearing her heart on her sleeve, when something catches her attention, anyone can recognize it. She feels her emotions in an extravagant manner, with big smiles, deep pouts, and the occasional angry foot stomps, but she feels them fast and hard, moving from emotion to emotion with breakneck speed. Alongside being helpful and curious, people often do not expect the rapidity in which she chooses to begin the task at hand
Energetic: Aeona moves quickly and never seems to stop one she gets moving, which can be tiresome for those around her, with the endless enthusiasm for the day to begin with which she wakes up, the excitement of a day full of adventure and people, to the satisfactory cup of tea of a day well spent, there is not one moment of her day she can let hang in silence or stillness.
Hard-Headed: Being right is not important, not all the time, but if she is convinced that she is, she will die on that hill. Unbending in the face of conflict over her morals and beliefs, she stands proud in her decisions, no matter the storm she faces. Even down to dying on the smallest of hills, such as the fact that hot chocolate should only be consumed at the end of the day as a reward for a job well done
Head in the Clouds: Almost literally. Aeona spends a small amount of time studying the movements of the stars and diving the messages that they may be trying to deliver. Under a cloudless nights with little surrounding lights may as well be her idea of the perfect way to fall asleep.
Appearance
Dimunitive: The most notable characteristic of Aeona is her size. From
a distance, one could easily assume she is simply a human child, and though she is not yet truly considered an adult among the Gnomes either, she does not enjoy the comparison one bit. Thin and wiry, and standing at a meagre three feet two inches, she is on the short side even for her race. Her lifestyle of studying and wandering has kept her lean, her preferred adjective, though many simply call her scrawny.
Whimsical: The Gnomes are a colorful folk that come in a variety of shapes and colors, and Aeona is no exception. Her hair is a soft jade highlighted with darker emerald and seems to glimmer in broad daylight. Her eyes, much like her hair, are glittering green, with both Gnomish heritage and mischief.
Her features are soft, with the last remnants of baby fat on her cheeks, rounding them out, and the cheeky smile most commonly worn complete the look of a Fey hellion.
Wizened: Aeona is well read but easily swayed, and for all the things she knows, she is still easily moved by old fairy tales. It is those very same fairy tales that inspire her look, right down to the floppy witches hat worn upon her head. Her robes, a simple deep purple color are worn loosely over her frame in a fashion like a wizard from a story book, and embroidered with mystical symbols she found in other fairy tale stories that do not represent anything, but look neat.
Overburdened: At any given time, there is always at least one notebook on Aeonas person, and that is only when she is caught unprepared. Given time and resources, should would carry a library on her back if it was possible. One of the most difficult decisions she had to make before deciding to head out on her journey, was what books to bring, fearing that she would need 'A Seafarers Guide To Knots at some point down the line. The fact she does not have that book on her currently brings her endless anxiety. Her scholars pack, her back pack, her robe pockets, everywhere she can fit a book, she has one.
History
Childhood: Forest Gnomes, much like the many animals they surround themselves with, live in symbiosis with the forest around them, and thanks to that, Aeona, even in her earliest years, was surrounded by a plethora of different creatures, both fey and material. This inspired her as soon as she developed consciousness to understand that she wanted to travel the world and see all sorts of other creatures and things and people. Her parents were magical folk, and impressed upon her a studious mind, not anticipating her eventually growing an insatiable thirst for knowledge that would lead her to running away from home with as much food as she could carry. Long before that though, she learned magic from her parents and all the other Gomes in their community, all of whom would take turns with the lessons to avoid exhaustion in the face of unfathomable depth. Having a penchant for Divination magic, the littlest Witch was inspired to turn her eyes to the stars in order to learn more about what lies beyond the Material Plane.
Learning: Summers, Winters, Autumns, Springs, all of the seasons had their own language written in the stars, and growing up, learning that language was her goal. As a child, she would sneak away from the roots of their Home Tree, Maubmast, to climb high into the branches, to stare at the stars above, trying to translate the voices of the Gods. Learning magic came naturally for her, with her voracious appetite for studying and with all of her family recognizing and nurturing her talent, she swiftly became a skilled enchantress, which only accelerated her plans to explore the world around her home. Her parents, naturally, were unsure of her plans, especially at her young age. Unfortunately, along with their intelligence, she had inherited their fierce personalities, which had been amplified with their praise and teachings, meaning there were no arguments they could put forth that would even slow her down.
Exploration: When she a still few years away from becoming an adult in her homeland, her parents finally relented to her ceaseless requests to adventure, and they assisted her in packing her bags, or to be more truthful, prevented her from packing everything she was trying to stuff into her bag. Without them, the bag never would have made it through the door. There had been plenty of time to draw up maps and plan out a route, but the moment she stepped beyond the boundaries of her home, it all vanished from her mind.
I wonder where the world ends?
It was then she decided to go North. Maps and written accounts could be read and memorized, but first hand experience was exactly what Aeona was looking for. Maybe the maps were right. Maybe not.
Arrival in Cilsie: The path to Cilsie was treacherous but exhilarating. While still in the warmer lands of the south, she spoke with the small animals of the forests, crawled through underbrush and explored every hole and ditch that she came across. Few trees remained unclimbed, even fewer stones remained unskipped by the shores of each and every lake she dipped her toes in on her travels. Each moment documented in her countless diaries and each star in the night sky deciphered and translated. It was a year before the weather began to take a turn and she found herself bunking in dens with their furry inhabitants in order to survive the freezing nights, and travel in short bursts between roaring fires to warm herself up. The easy meals of vegetables and copious amounts of berries that she had become accustomed to in the eternal springtime weather in the lands around her home had become rare handfuls of dried fruit that her mother had been smart enough to pack, and the occasional scavenged berries that were hardy enough (and not poisonous) to survive the winter wonderland she now found herself in. One of the most frustrating things about the circumstances that she currently found herself in, was that her ability to document the travels had become quite difficult thanks to cold hands, and snowstorms that made it impossible to take any roads less travelled. Luckily, the night skies were clear and the starlight was brighter and easier to decipher, though she could only steal short glances before once more returning to the den of her animal companions who had been kind enough to make room for the night. Never before had she been so thankful for her slight size. Finally, when the eternally hopeful Aeona was wondering if maybe her hope had been misguided, she noticed smoke in the distance, and made the dangerous decision to make a beeline for it, enemy or friend was meaningless. Thankfully, the wonderful people of Cilsie greeted her at the gates and she was rescued from her spiraling adventure.
Personality Traits:
-My wanderlust led to me leaving behind a meaningless life in the city for the quiet solace of nature, and I don't regret it one bit.
-I watch over my friends as if they were a litter of newborn pups - and that includes the newborn pups.
Ideals: Nature. The natural world is more important than all the constructs and material wealth and empty promises of "civilization." (Neutral)
Bonds: The people of my village are the most important thing in my life, and I would do anything to protect them.
Flaws: My self worth is derived from others - if I'm not being helpful then I'm not of any use.
Concept: "Where there's a Wyl, there's a way." So says the auburn-haired guide Wyllis "Wyl" Underwood to the people of Cilsie, the lone bastion of civilization in the otherwise inhospitable frozen vastness - his home for the last eleven years. Wyl is a tall fella, in his late thirties or early forties - it's tough to say exactly, what with all the beard and the wind-chapped skin. Still, as cold as it might be outdoors, Wyl is as warm-hearted as it comes. Someone looking to disparage him might call him a "people-pleaser," and maybe they're right. Thing is, making his friends happy is a big part of what makes Wyl tick. People in Cilsie don't have a whole lot, and when the difference between life and death might be a half cord of wood, or a bowl of venison stew, having people in your corner willing to share what you lack goes a long way. And Wyl has never had an issue making himself useful to the other members of his community. No, the wheels really only fall off his wagon when everyone is getting on fine and there's nothing that needs doing. That's when things feel too much like his past life, and the only solace is the cold solitude out there in the wilds beyond.
When he's not traipsing off on his own or guiding a hunting party through the underbrush, Wyl can be found in and around Cilsie doing anything and everything. He's a facilitator, a handyman, a jack-of-all-trades. Sure, he might lack for book smarts, but then who needs a college education in the middle of the wilderness? And sure, he'll probably never win a bodybuilding contest - or a fashion contest for that matter, but as the saying goes, if the ladies don't find him handsome, they'll surely find him handy.
Why I'd like to play:I asked, and 97mg kindly made a game in response. I'm very grateful and super excited to play (I believe everyone in here is new to me, so this should be fun getting to know you all!)
Writing Sample:This got me my and onlyfirst POTM, in Dec '22. Vyeggar sounds nothing like Wyl, but even if he was a jerk, I still have a soft spot for my half-orc friend.