Prankster Illusionist

Wylla 'Opaleye' Spingle's page

89 posts. Alias of Bimpnottin Daergel.


Full Name

Wylla 'Opaleye' Spingle

Race

Gnome/Harrispania

Classes/Levels

Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

Gender

Female

Size

Small

Alignment

Neutral Good

Strength 14
Dexterity 15
Constitution 16
Intelligence 20
Wisdom 7
Charisma 12

About Wylla 'Opaleye' Spingle

Wylla 'Opaleye' Spingle
NG Rock Gnome Wizard/2

Vitals:

HP = 17
3'5", 41 lbs
Female
Ruddy skin, hair dyed shock white. Eyes are an iridescent hazel, similar to opals (hence the name).

Background Story:

Very high level background, subject to change based on world-building info from the GM
Wylla was born into a loving family in the western lowland hills of Harrispania. Ages ago, her ancestors had left the Ulflands to the west in front of an invasion of Giants. Among her clan, the tales of woe and horror reinforce why they shouldn't cross back across Rodney Bay. She grew up in a sheltered world, where she wanted for nothing and enjoyed the company of those around her. At a young age, she showed particular skill with her hands and a massive intellect. She was able to see shapes in her mind's eye and turn them into stunning bits of jewelry. Delicate but resilient and with well-cut, but simple, gems. Her work attracted the eye of a travelling gnomish Gemcutter (Gniblish Rockharrow) that had come into the hills seeking a way into the mountains to obtain some gems for his guild (He referred to the group as Ruby's Glint. She's never heard anyone else call it this.). He was a friendly sort, and by the end of his brief repose in their burrow, had offered to take Wylla under his wing and hone her craft as an apprentice Jeweler.

She went away with Gniblish and spent several years learning more advanced techniques from other members of the guild. Finally, she attained the rank of Jeweler (Pristine Grade), and opted to set up permanently in a major city in Harrispania. While in the city, she made a name for herself, as she works hard at perfecting every cut she makes and piece of metal she molds. She detests when people fail to do their very best at anything.

While in the city, she began studying tomes in a library, looking for any knowledge of ancient designs and techniques. Something happened while she was studying, however, and she found her mind opened to the pathways of the arcane. Magic flowed through her blood and she sought training from a local wizard's cabal. Begrudgingly, they allowed her entry. When the time came to worry about her arcane focus, she decided against the more standards wands and staves of her counterparts. Instead, she spent the time and energy to turn her jeweler's hammer into an arcane focus. It was her studies here that showed her the true power of transmutation. She realized the potential to turn chunks of iron into a more malleable silver or easy to carve soft wood. She would then fashion rings and allow the material to revert to its more unmanageable iron state.

She records an interesting array of spells into a leather wrapped tome she affectionately calls her Libra Schema. On the margins of the page there are jeweler doodles and notes about design elements. Scribbled into the pages are the techniques and litanies required to tap into her arcane potential. Her time in the cabal taught her that it's always a good idea for a wizard to have offensive spells and utilitarian spells at their disposal on a given day. She regularly will keep at least a witch bolt or a magic missile prepared every day. Other spells she decides depending on what she's doing. Lots of moving of material in the shop? Tenser's Disk. Out in the wilds gathering materials? Mage armor.

Character Details:

Background: Guild Artisan (Jeweler's Guild)
Feature: Guild Membership (Guild will lend material support in some cases.)
Traits: I always want to know how things work and what makes people tick; I believe that anything worth doing is worth doing right. I can't help it - I'm a perfectionist.
Ideal: Aspiration - I work hard to be the best there is at my craft.
Bond: The workshop where I learned my trade is the most important place in the world to me.
Flaw: I'm never satisfied with what I have - I always want more.

Stats:

STR: 14 / 2
DEX: 15 / 2
CON: 16 / 3
INT: 20 / 5
WIS: 7 / -2
CHA: 12 / 1
Proficiency: 2

Offense:

  • Dagger: +4/1d4+2
  • Sling: +4/1d4+2
  • Spell Attack: +7
  • Defenses:

    AC:12 (10 + 2 (Dex)) | 15 with mage armor up
    Saving Throws:
    * indicates proficiency
    STR: 2
    DEX: 2
    CON: 3
    INT: 7* (Advantage against magic. Racial trait.)
    WIS: 0* (Advantage against magic. Racial trait.)
    CHA: 1 (Advantage against magic. Racial trait.)

    Proficiencies:

    Armor: None
    Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    Tools: Jeweler's Tools, Tinker's Tools
    Languages: Alodoan, Gnomish.
    Equipment:

    Funds:

    Copper:2
    Silver:9
    Gold: 46
    Platinum:

    Skills:

    * indicates proficiency
    Strength: +2
    Athletics
    Dexterity: +2
    Acrobatics
    Sleight of Hand
    Stealth
    Intelligence: +5
    Arcana*
    History
    Investigation*
    Nature
    Religion
    Wisdom: -2
    Animal Handling
    Insight*
    Medicine
    Perception
    Survival
    Charisma: +1
    Deception
    Intimidation
    Performance
    Persuasion*

    Equipment:


    • Dagger
    • Arcane Focus - Jeweler's Hammer
    • Scholar's Pack - backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
    • Spellbook (Libra Schema)
    • Jeweler's Tools
    • Tinker's Tools
    • Mess Kit
    • Miner's Pick
    • Bedroll
    • Silk Rope
    • Crowbar
    • Candle (10x)
    • Sling
    • Waterskin
    • Sling Bullets (40)
    • Pouch
    • Rations (4x)
    • Charcoal stick

    Class Ability List:


    • Arcane Recovery
    • Arcane Tradition - School of Transmutation

    Class Ability Descriptions:


    • Arcane Recovery - Recover up to 1/2 level (round up) spell level worth of slots
    • Arcane Tradition - School of Transmutation - Gold & time to copy transmutation spells is halved. Can temporarily transmute something of wood, stone, iron, copper, or silver into a different one of those materials. Every 10 minutes spent transmutes 1 cu.ft. of material. After 1 hour or if you lose concentration, the material reverts.

    Spell Casting:

    Spells Recorded:
    Cantrips (3)
    1st-Level (8)

    Spells Prepared:
    7 Spells [5 + 2] (1st Level)

    Spell Slots:
    1st Level - 3

    DC: 15
    Spell Attack: +7

    Prepared Spells:

    1st Level
  • Feather Fall
  • Magic Missile
  • Mage Armor
  • Witch Bolt
  • Burning Hands
  • Detect Magic
  • Tenser's Floating Disk
  • Spellbook:

    Cantrip:
  • Prestidigitation - artis exercere mea
  • Light - tollere tenebris
  • Fire Bolt - celeri ignis
    1st Level:
  • Feather Fall - paulatim stillabunt
  • Jump - salire maximo
  • Detect Magic - turpitudinem magicae
  • Magic Missile - magicae telum
  • Tenser's Floating Disk - auferre bona mea
  • Burning Hands - manibus ignum
  • Mage Armor - praesidiis augendae
  • Witch Bolt - maleficus magicae telum