The Axiom Codex
A meticulous wizard’s grimoire holds the equations behind a vanished mentor’s final, impossible spell.
Spellbook · Wizard, School of Abjuration · Level 10
The Axiom Codex
A meticulous wizard’s grimoire holds the equations behind a vanished mentor’s final, impossible spell.

Ex librisIlyra VennWizard

At a glance
Level
10
Wizard, School of Abjuration
Spells
10
2 cantrips, 2 signature
Spell slots
1st level
2nd level
3rd level
4th level
5th level
At the table
A margin note
Plot hook
Spells
10 spellsCantrips
2- Creates a spectral hand that can manipulate objects, open an unlocked door or container, or retrieve or stow an item in an open container. It cannot attack, activate magic items, or carry more than 10 pounds.
- Duration
- 1 minute
- Target
- A point within range; the hand can manipulate objects within 30 feet of the caster.
- Components
- V, S
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
- Creates a minor magical effect, such as a brief sensory effect, lighting or snuffing a small flame, cleaning or soiling an object, warming or chilling nonliving material, or making a small mark or trinket.
- Duration
- Up to 1 hour
- Target
- An object, surface, or point within range, as appropriate to the chosen effect.
- Components
- V, S
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
1st level
2- An invisible barrier grants +5 AC, including against the triggering attack, and prevents damage from magic missile until the start of your next turn.
- Duration
- 1 round
- Target
- Self
- Components
- V, S
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
- For the duration, you sense magic within 30 feet. You can use an action to see a faint aura around a visible creature or object bearing magic and learn its school, if any.
- Duration
- Concentration, up to 10 minutes
- Target
- Self; senses magic within 30 feet.
- Components
- V, S
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
2nd level
2- You briefly become surrounded by silvery mist and teleport up to 30 feet to an unoccupied space you can see.
- Duration
- Instantaneous
- Target
- Self
- Components
- V
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
- Creates three illusory duplicates of yourself. When a creature targets you with an attack, a roll may redirect the attack to a duplicate, which has AC 10 plus your Dexterity modifier and is destroyed when hit.
- Duration
- 1 minute
- Target
- Self
- Components
- V, S
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
3rd level
2- You attempt to interrupt a creature in the process of casting a spell. On success, the spell fails and has no effect.
- Duration
- Instantaneous
- Target
- One creature casting a spell within range.
- Components
- S
- Save or attack
- None for a spell of 3rd level or lower; for a higher-level spell, make an ability check using your spellcasting ability, plus the spell's level.
- Higher levels
- Automatically interrupts a spell whose level is no higher than the slot used.
- Source
- Player's Handbook
- A bright streak erupts into a 20-foot-radius sphere of fire centered on a point within range. Each creature in the area makes a Dexterity saving throw.
- Duration
- Instantaneous
- Target
- Creatures in a 20-foot-radius sphere centered on a point within range.
- Components
- V, S, M (a tiny ball of bat guano and sulfur)
- Save or attack
- Dexterity saving throw; half damage on a success
- Damage
- fire damage
- Higher levels
- Damage increases by for each slot level above 3rd.
- Source
- Player's Handbook
4th level
1- Teleport yourself from your current location to any spot within range. You may bring one willing creature of your size or smaller who is carrying no more than its carrying capacity, or an object you can carry. If you arrive in an occupied space, you and any creature with you each take force damage and the teleport fails.
- Duration
- Instantaneous
- Target
- Self and optionally one eligible willing creature or carried object.
- Components
- V
- Higher levels
- When cast using a 5th-level or higher slot, you can bring one additional willing creature for each slot level above 4th.
- Source
- Player's Handbook
5th level
1- Creates an invisible wall of force in a location you choose within range. The wall can be a hemisphere, sphere, or flat surface of panels, and it is immune to damage. Disintegrate destroys it; otherwise it cannot be dispelled by dispel magic.
- Duration
- Concentration, up to 10 minutes
- Target
- A point within range; the wall's shape and dimensions are chosen when cast.
- Components
- V, S, M (a pinch of powder made from a clear gemstone)
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
In the margins
3 notes
FormulaA ward is not a wall. It is an argument the world has agreed not to contradict.
WarningThe west tower's fourth stair rings hollow. Do not test it with a fire spell again.
DiaryIf the symbols begin moving, close the book and count backward from thirteen.
The book itself
The silver ruling resembles a constellation of tiny, interconnected formulae.
A faint scent of lamp oil and cold iron clings to the pages.
The owner records every successful spell with a small, perfectly measured dot.
The caster
WizardIlyra Venn
Studies: Abjuration and applied arcane geometryManner: Courteous, observant, and restrained; she prefers a clear demonstration to a boast.Focus: A slender brass stylus used to trace formulae in the air, paired with a crystal set into its handle.Quirk: She taps the brass stylus twice against a surface before trusting it.Wants: Reconstruct her mentor's unfinished protective theorem before someone else discovers and weaponizes it.Ilyra Venn was raised among surveyors and learned to think of magic as a system of measurable forces. She became an abjurer after a failed experiment destroyed her mentor's laboratory.
The book
A midnight-blue leather codex with brass corner guards and a clasp shaped like an open eye. Its pages are cream vellum, ruled in precise silver lines that shift into geometric diagrams when viewed by candlelight.
Its wards · GM only
About the book
FormatClasped, brass-bound codex
ThemeArcane
Written by aWizard, School of Abjuration
Caster level10
SystemDungeons & Dragons 5th Edition
Plot hooks
1A former apprentice claims the codex contains the only surviving proof that the wizard's mentor was murdered, not lost in an experiment.
2A collector offers a fortune for the book, but the brass clasp has begun opening by itself whenever the codex is brought near an abandoned observatory.
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