In addition to her robe and her flail, Flennis carries a dusty spellbook that contains all the spells she has prepared. The book has black leather covers and sports a tiny, skull-shaped locking mechanism. Flennis has the key to the lock stuck in her hair. A character can also pick the lock with a successful DC 10 Dexterity check made with thieves’ tools.
- Cantrips (at will): chill touch (see “Actions” below), mage hand, message, prestidigitation
- 1st level (4 slots): burning hands, detect magic, ray of sickness (see “Actions” below), shield
- 2nd level (3 slots): darkness, misty step, scorching ray (see “Actions” below)
- 3rd level (2 slots): animate dead, fireball
The first time a creature other than Flennis opens the book, a wisp of black smoke rises from its pages and coalesces into a skull that cackles madly for a few seconds before dissipating. The creature holding the book when the smoke appears must succeed on a DC 14 Constitution saving throw or be cursed for 24 hours, during which time the creature has vulnerability to necrotic damage. A remove curse spell or similar effect ends the curse on the creature.