You touch a nonmagical sock and imbue it with a magical spirit to inhabit it and give it some semblance of intelligent life as well as the ability to magically speak. Upon casting the spell, roll a d4 to determine the type of spirit that inhabits the sock. The spirit's type determines how the sock sounds and how it might behave. The identity of the sock's inhabitor also grants the caster the use of a cantrip for the duration of the spell. The number rolled on the d4 corresponds to an inhabitor on the table below.
Sock Inhabitor
| d4 | Inhabitor | VoicE | Personality | Cantrip |
|---|---|---|---|---|
| 1 | Fey Spirit | Jovial and happy | Aloof and mischievous | Friends |
| 2 | Fiendish Spirit | Low and gravelly | Angry and intimidating | Thaumaturgy |
| 3 | Undead Spirit | Slow and monotone | Compliant and apathetic | Spare the Dying |
| 4 | Bestial Spirit | Mixed with noises of an animal of the DM's choosing (a dog's bark, a bird's chirp, etc.) | Based on animal spirit | Druidcraft |
Until the spell ends, the sock is a tiny construct with hit points equal to your spellcasting ability modifier (minimum of 1), and can speak aloud any thoughts of yours that you wish, though the spirit that inhabits the sock may also choose to voice its own thoughts if it desires. You may use the sock as a spellcasting focus and may complete verbal components of spells by voicing your thoughts through the sock. The sock is inhabited by the spirit only when it is in or on a hand or similar appendage of yours.
* - (A sock, two buttons, a bit of string)