Proficient: INT, WIS. Cloak of Protection adds +1 to all saves.
| Level | Spell | Notes |
|---|---|---|
| Cantrip | Shillelagh | BA. Staff becomes magical, use WIS for attacks. 1d8+WIS. 1 minute. |
| Cantrip | Infestation | CON save. 2d6 poison (at level 7). Target moves 5ft random direction. |
| Cantrip | Thorn Whip | Spell attack. 2d6 piercing (at level 7), 30ft. Pulls target 10ft toward you. |
| Cantrip | Guidance | Touch. +1d4 to one ability check. Concentration, 1 min. |
| Cantrip | Chill Touch (Circle) | Spell attack, 120ft. 2d8 necrotic. Target cannot regain HP until your next turn. Undead also have disadvantage on attacks vs. you. |
| 1st | Healing Word | BA, 60ft. 1d4+WIS (upcast +1d4/level). The emergency pickup. |
| 1st | Entangle | 20ft square, 90ft range. STR save or restrained. Concentration, 1 min. Difficult terrain. |
| 1st | Faerie Fire | 20ft cube, 60ft range. DEX save or outlined. Attacks have advantage. Concentration, 1 min. |
| 2nd | Blindness/Deafness (Circle) | CON save or blinded/deafened. No concentration. 1 min. |
| 2nd | Gentle Repose (Circle) | Ritual. Preserves corpse 10 days. Extends resurrection timer. Also prevents undead rising. |
| 2nd | Spike Growth | 20ft radius, 150ft. 2d4 piercing per 5ft moved through. Concentration, 10 min. Combine with Thorn Whip to drag targets through. |
| 2nd | Heat Metal | 60ft range, target wearing/holding metal. 2d8 fire, BA repeat each turn. Disadvantage on attacks/checks. Concentration, 1 min. No save to avoid damage. |
| 3rd | Animate Dead (Circle) | Raise skeleton or zombie from corpse. Lasts 24 hours, must recast to maintain. Upcast for +2 undead per slot level above 3rd. |
| 3rd | Gaseous Form (Circle) | Touch. Target becomes misty cloud. 10ft fly, resistance to nonmagical damage, can pass through small holes. Concentration, 1 hour. |
| 3rd | Dispel Magic | 120ft. Automatically ends spells of 3rd level or lower. Higher: ability check DC 10 + spell level. |
| 3rd | Revivify | Touch. 300gp diamond consumed. Returns creature dead less than 1 minute to 1 HP. |
| 4th | Blight (Circle) | 30ft. 8d8 necrotic (CON save for half). Plants take max damage and auto-fail. Doesn't affect undead or constructs. |
| 4th | Confusion (Circle) | 10ft radius, 90ft. WIS save. Failed: roll d10 each turn for random behavior. Concentration, 1 min. |
| 4th | Guardian of Nature | BA. Choose Primal Beast (speed +10, advantage on STR attacks, 1d6 force on hits) or Great Tree (10 temp HP, advantage on CON saves, advantage on DEX- and WIS-based attack rolls, difficult terrain for enemies in 15ft). Concentration, 1 min. |
Vesper Ashfeld grew up in Brackwater, a border town where the Grey begins. The Grey is what the locals call it: a necrotic wasteland that creeps outward a few inches per season, turning soil to ash and trees to standing husks. Nobody knows what caused it. Nobody agrees on whether it is growing faster. Vesper's family had lived on the border for three generations, close enough to watch it, far enough to pretend it was not their problem.
Elder Corvan Mast took Vesper on as an apprentice. Mast was Brackwater's herbalist, its closest thing to a druid, and the only person in town who walked into the Grey on purpose. He taught Vesper how to identify fungi by smell, how to culture spores in sealed jars, and how to read the boundary line where living soil met dead earth. Vesper learned quickly. Mast said she had a clinical eye. He meant it as a compliment.
Then Vesper caught the fever. It moved fast. Three days of escalating delirium, a brief period of lucidity in which she asked Mast to document the progression, and then nothing. Sexton Ibbe Doule buried her in the town plot, recorded the date in his ledger, and that was supposed to be the end of it.
Vesper woke up three days later, calm, six feet under, with soil in her mouth and fungi already threading through the wood of the coffin. She dug out. It took most of the night. When she surfaced, the first thing she did was brush the dirt from her burial shroud, look at the sky, and note that it was a waning crescent. Then she left.
She did not go back to Mast. She did not tell Dara. She walked east along the Grey's border, following the fungal networks that only she seemed to be able to see now, and began documenting what she found. Something about dying and returning had shifted the way she perceived decomposition: not as an ending, but as a transfer. A cycle. A system with inputs and outputs, and something at the center of the Grey that was drawing those outputs toward itself.
On the road, she heard the name Wren Callowick. A wandering druid who studied liminal states, the spaces between alive and dead, between growing and decaying. Wren had been seen at the Grey's edge years before Vesper was born. Wren might know what Vesper is becoming. Vesper has been following the trail since.